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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yoshi128986</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-04-30T08:04:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4131</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4131"/>
		<updated>2026-04-25T01:21:53Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Chest Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 4 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks [[#Lucky Wheel|Lucky Wheel]]&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks [[#Jumble|Jumble]]&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks [[#Adventure|Adventure]]&lt;br /&gt;
&lt;br /&gt;
Level 4 unlocks [[#Perfect Space|Perfect Space]]&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
[[File:ArcadeLuckyWheel.png|thumb]]&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Medium resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Large resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints||up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact||none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards||15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules||6 modules&lt;br /&gt;
|-&lt;br /&gt;
|Tokens||∞&lt;br /&gt;
|-&lt;br /&gt;
|Gems||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
[[File:ArcadeJumble.png|thumb]]&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Void]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Reboot]]&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
==== Hidden Stats ====&lt;br /&gt;
These stats are only shown once at least one has been obtained.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Emeralds''': Used to buy items from the Emerald Shop.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only with the Book of Spells relic:&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Mana Armor''': Acts as extra Hearts, capped to the amount of Armor.&lt;br /&gt;
&lt;br /&gt;
'''Mana''': Used to cast spells.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs.&lt;br /&gt;
&lt;br /&gt;
====Chest Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Minimum distance&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|Shows the current room and adjacent 8 rooms.&amp;lt;br /&amp;gt;Clicking the left arrow on the header shows the&amp;lt;br /&amp;gt;full map, with green indicating cleared rooms.&lt;br /&gt;
|10&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Map&lt;br /&gt;
|Increases the chance of finding emeralds.&lt;br /&gt;
|50&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|Points to the starting room.&lt;br /&gt;
|2&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Ultra Key&lt;br /&gt;
|Opening doors no longer spend keys.&lt;br /&gt;
|80(drops from enemies)&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|Allows you to see in and not get damaged&amp;lt;br /&amp;gt;by darkness in distance 100+.&lt;br /&gt;
|95&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&lt;br /&gt;
Haste&lt;br /&gt;
|Makes moving faster. This reduces the time&amp;lt;br /&amp;gt;between actions, so it also makes it easier&amp;lt;br /&amp;gt;to double-move by accident.&lt;br /&gt;
|7&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Golden Heart&lt;br /&gt;
|Gives 1 extra heart from chests.&amp;lt;br /&amp;gt;Can be obtained multiple (up to 9) times.&lt;br /&gt;
|40, then 1 more every 20 distance&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|Unlocks a market where some items&amp;lt;br /&amp;gt;can be bought with emeralds.&lt;br /&gt;
|10(very low droprate)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Google's&amp;lt;br /&amp;gt;Treasure Bag&lt;br /&gt;
|Increases the chance of finding tokens and skillpoints.&amp;lt;br /&amp;gt; It also increases the number of tokens.&lt;br /&gt;
|100(rare drop from mimics)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Sword&lt;br /&gt;
|Sets your damage to 99.&lt;br /&gt;
|Top-right corner (256, you get this&lt;br /&gt;
after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Armor&lt;br /&gt;
|Sets your armor to 99.&lt;br /&gt;
|Bottom-right corner (255, you get&lt;br /&gt;
this after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Emerald Shop Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Emerald&amp;lt;br /&amp;gt;Cost&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|EOD&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Bombs no longer damage you.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Thorns&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Deals 10% of incoming damage&amp;lt;br /&amp;gt;(rounded up) back to the attacker.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&amp;lt;br /&amp;gt;Phasing&lt;br /&gt;
|Allows you to walk through walls in cleared&amp;lt;br /&amp;gt;rooms. Cleared rooms are rooms with no&amp;lt;br /&amp;gt;chests and no enemies remaining.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Vampiric&amp;lt;br /&amp;gt;Blade&lt;br /&gt;
|Killing an enemy restores 1 heart.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Voidforged&amp;lt;br /&amp;gt;Impaler&lt;br /&gt;
|Deals additional 10% melee&amp;lt;br /&amp;gt;damage that ignores armor.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Mana&amp;lt;br /&amp;gt;Reaver&lt;br /&gt;
|Killing an enemy restores 1 mana.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Hammer&lt;br /&gt;
|Can be used to destroy rocks, as if they are doors.&lt;br /&gt;
|48&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Holy Bomb&lt;br /&gt;
|Bomb damage adjacent to bombs becomes full-strength&amp;lt;br /&amp;gt;instead of half-strength, and bombs have a 10%&amp;lt;br /&amp;gt;chance to not be consumed on use.&lt;br /&gt;
|99&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Book of&amp;lt;br /&amp;gt;Spells&lt;br /&gt;
|Unlocks spells and mana.&lt;br /&gt;
|99&lt;br /&gt;
|Relic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens. Cheats reset on death.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1||5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1||100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1||20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3||60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table||100||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
! Additional requirements&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Resources||23000 per color||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Tokens||∞||1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gems||100||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Emeralds||3 (6)||20&lt;br /&gt;
| Getting more than 300 Emeralds total in a run requires the Emerald Map.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints&lt;br /&gt;
| Group 1 || 200 || 5&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
|-&lt;br /&gt;
| Group 2 || 200 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Group 3 || 200 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Group 4 || 200 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Group 5 || 200 || 100&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Artifact||1||25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sword||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armor||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Bombs||up to 99||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(Not From This World)||6*5||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(It's Dangerous to Go Alone)||6*5||20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Cards(The Mighty Five)&lt;br /&gt;
| Boss 1 || 6 || 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Defeated the relevant boss in the [[Statue of Cubos]] at least once&lt;br /&gt;
|-&lt;br /&gt;
| Boss 2 || 6 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Boss 3 || 6 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Boss 4 || 6 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Boss 5 || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|2||0||2&lt;br /&gt;
|-&lt;br /&gt;
|3-4||0||7&lt;br /&gt;
|-&lt;br /&gt;
|5-9||1||7&lt;br /&gt;
|-&lt;br /&gt;
|10-14||7||10&lt;br /&gt;
|-&lt;br /&gt;
|15-39||15||17&lt;br /&gt;
|-&lt;br /&gt;
|40-99||30||39&lt;br /&gt;
|-&lt;br /&gt;
|100-129||40||50&lt;br /&gt;
|-&lt;br /&gt;
|130-159||50||50&lt;br /&gt;
|-&lt;br /&gt;
|160-255||50||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Rounding_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving (&amp;lt;kbd&amp;gt;WASD&amp;lt;/kbd&amp;gt;), waiting (&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt;) or placing bombs (&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles in a corner or split path whose Manhattan distance (ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Rak's Curse]]&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
Default keybinds:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; : Move Left or Right&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; : Shoot/Fire (can be held down)&lt;br /&gt;
*&amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt; : Toggle Autofire&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt; : Use Pilot Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; : Use Ship Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt; : Toggle Upgrade Menu&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; : Toggle Pause&lt;br /&gt;
&lt;br /&gt;
Keybinds may be changed via Settings &amp;gt; Controls &amp;gt; Arcade.&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Unlock Condition!!Stats!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||N/A (Starter Ship)||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Cloaking||Can't be targeted and receives less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Beat Boss with Dragonfly, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Impulse Engines||Movement speed and power are temporarily increased.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Beat Boss with Juggernaut, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733;}}||Adaptive Armor||Armor and health regeneration are temporarily increased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Spaceship influences your base stats, namely Hitpoints.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Weapon!!Unlock Condition!!Type!!Stats!!Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dragonfly&lt;br /&gt;
|Railgun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health.&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser&lt;br /&gt;
|Beat Boss with Railgun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|A rapid-firing energy weapon capable of absorbing energy and stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|Beat Boss with Pulse Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash explosive devastation with swift missiles, obliterating multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Juggernaut&lt;br /&gt;
|Double Cannon&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Laser&lt;br /&gt;
|Beat Boss with Double Cannon, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733;}}&lt;br /&gt;
|Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Drones&lt;br /&gt;
|Beat Boss with Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Deploy autonomous drones aiding in combat with additional firepower and explosive abilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Reaper&lt;br /&gt;
|Gatling Gun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|Beat Boss with Gatling Gun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact.&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon&lt;br /&gt;
|Beat Boss with Plasma Cannon, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Weapon influences both stats: Power, and Speed.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Unlock Condition!!Weapon Passive!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Captain||N/A (Starter Pilot)||Bonus to Ballistic||Shotgun||Overloads and fires the ship's weapon in a half circle.&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Beat Boss with Captain, or unlock for 10000 Tokens||Bonus to Energy||Shield||Creates a shield around the ship. (Absorbs damage)&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Beat Boss with Mechanic, or unlock for 10000 Tokens||Bonus to  Special||Overdrive||Increases ship's stats temporarily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may use any Pilot with any Spaceship.&lt;br /&gt;
&lt;br /&gt;
===Upgrades=== &lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The upgrades menu is split into 4 sections:&lt;br /&gt;
&lt;br /&gt;
*'''Ship''', which includes 5 upgrades.&lt;br /&gt;
*'''Pilot''' - 3 upgrades.&lt;br /&gt;
*'''Weapon''' - also 3 upgrades.&lt;br /&gt;
*'''Abilities''' - 5 upgrades, more about them below this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Ship''' category consists of 3 upgrades which are the same for each ship, weapon and pilot combo:&lt;br /&gt;
&lt;br /&gt;
*'''Max. Health''' - Increases the ship's maximum hitpoints.&lt;br /&gt;
*'''Health Regeneration''' - Increases the ship's hitpoint regeneration.&lt;br /&gt;
*'''Mobility''' - Increases the ship's mobility.&lt;br /&gt;
&lt;br /&gt;
The other 2 upgrades depend on the ship:&lt;br /&gt;
&lt;br /&gt;
*For '''Dragonfly''' these upgrades are:&lt;br /&gt;
**'''Cloaking: Damage Reduction''' - Dragonfly takes less damage while cloaked.&lt;br /&gt;
**'''Cloaking: Duration''' - Increases Dragonfly's cloaking duration.&lt;br /&gt;
*For '''Juggernaut:'''&lt;br /&gt;
**'''Impulse Engines: Duration''' - Increases the duration of impulse engines.&lt;br /&gt;
**'''Impulse Engines: Cooldown''' - Reduces the cooldown of impulse engines.&lt;br /&gt;
*For '''Reaper:'''&lt;br /&gt;
**'''Adaptive Armor: Armor''' - Increases the armor received from adaptive armor.&lt;br /&gt;
**'''Adaptive Armor: Cooldown''' - Decreases the cooldown of adaptive armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Pilot''' section depend only on what pilot you're using (obviously):&lt;br /&gt;
&lt;br /&gt;
*With '''Captain''' the upgrades are:&lt;br /&gt;
**'''Shotgun: Projectiles''' - Increases the amount of projectiles on use.&lt;br /&gt;
**'''Shotgun: Power''' - Increases power converted to shotgun power.&lt;br /&gt;
**'''Shotgun: Cooldown''' - Reduces the cooldown of shotgun.&lt;br /&gt;
*With '''Mechanic:'''&lt;br /&gt;
**'''Shield: Amount''' - Increases the shield's size.&lt;br /&gt;
**'''Shield: Armor''' - Increases the ship's armor for a few seconds after skill activation.&lt;br /&gt;
**'''Shield: Cooldown''' - Reduces the cooldown of shield.&lt;br /&gt;
*With '''Securbot:'''&lt;br /&gt;
**'''Overdrive: Offensive''' - Increases the boost of overdrive for offensive ship stats.&lt;br /&gt;
**'''Overdrive: Defensive''' - Increases the boost of overdrive for defensive ship stats.&lt;br /&gt;
**'''Overdrive: Cooldown''' - Reduces the cooldown of overdrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Weapon''' section depend on your selected weapon:&lt;br /&gt;
&lt;br /&gt;
*All weapons have a '''Power''' upgrade, which increases their damage.&lt;br /&gt;
*Per-weapon upgrades, besides '''Power:'''&lt;br /&gt;
**'''Railgun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Pulse Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Rocket Launcher:'''&lt;br /&gt;
***'''Explosion Damage''' - Increases how much power is converted to explosion damage.&lt;br /&gt;
***'''Ammunition Regeneration''' - Reduces the time needed to generate new ammunition.&lt;br /&gt;
**'''Double Cannon:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Consumption''' - Reduces the amount of energy needed to fire the weapon.&lt;br /&gt;
**'''Drones:'''&lt;br /&gt;
***'''Drone Regeneration''' - Increases how fast new drones are produced.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Gatling Gun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Plasma Cannon:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Regeneration Cooldown''' - Reduces the time needed before energy regeneration starts.&lt;br /&gt;
**'''Gauss Cannon:'''&lt;br /&gt;
***'''Ammunition+''' - Increases the maximum ammunition.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
Abilities depend on (1) the spaceship you are using&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''Ship'''!!Level 25&amp;lt;br&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||Reactive&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Vampiric Maneuvers&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Distortion Field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(2) the pilot&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Level 20&amp;lt;br /&amp;gt;Ability!!Level 30&amp;lt;br /&amp;gt; Ability&lt;br /&gt;
|-&lt;br /&gt;
|Captain||Shotgun: No Cooldown||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Regenerative Hull||Electronics&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Overloaded||Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
and (3) the type of weapon&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weapon!!Level 5&amp;lt;br /&amp;gt;Ability!!Level 10&amp;lt;br /&amp;gt;Ability!!Level 15&amp;lt;br /&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Railgun (Dragonfly Ballistic)||Piercing||N/A||Kinetic Converter&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser (Dragonfly Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher (Dragonfly Special)||Free Ammunition||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Double Cannon (Juggernaut Ballistic)||Piercing||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Laser (Juggernaut Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Drones (Juggernaut Special)||N/A&lt;br /&gt;
|Explosive Drones||Rocket Drones&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Gun (Reaper Ballistic)||Piercing||N/A&lt;br /&gt;
|Multishot&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon (Reaper Energy)||Energy Siphon||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon (Reaper Special)||Piercing||N/A&lt;br /&gt;
|Explosive Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strength it is recommended to unlock abilities as soon as unlocked.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Immolation]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Aura Enhancement]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Tactical Maneuver]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Defense Overload]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Cooling Cell]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Borf]]&lt;br /&gt;
*{{Module|Legendary|size=30px}} [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''[[Modules#List_of_Modules|Daigoparry]] is an easter egg module and is not required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left).&lt;br /&gt;
There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five||Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power||Defensive, Offensive, Utility, Ultimate, Special||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins||Forest, Desert, Winter, Underground, Volcano||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench||High Mountain, Jungle, Metallic Ruins, Beach, Ocean||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World||Neutral, Dark Realm, Heaven, Universe, Chaos||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals||Fire, Water, Earth, Nature, Air||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy||Neutral, Light, Darkness, Electricity, Universal||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil||Tank, Archer, Wizard, Assassin, Boss||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone||Heart, Armor, Sword, Bomb, Boots||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|Fire Some Kinda Laser Thingie At Them||Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter||Perfect Space&lt;br /&gt;
|-&lt;br /&gt;
|They're Not Your Crew Anymore||Captain, Mechanic, Securbot, Alien, Computer||Perfect Space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens''' ({{Number|15|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''.&lt;br /&gt;
*'''Spiked Tokens''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output.&lt;br /&gt;
*'''Charged Tokens''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4130</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4130"/>
		<updated>2026-04-25T01:20:02Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Maze Generation */ fixed enemy generation logic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 4 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks [[#Lucky Wheel|Lucky Wheel]]&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks [[#Jumble|Jumble]]&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks [[#Adventure|Adventure]]&lt;br /&gt;
&lt;br /&gt;
Level 4 unlocks [[#Perfect Space|Perfect Space]]&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
[[File:ArcadeLuckyWheel.png|thumb]]&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Medium resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Large resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints||up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact||none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards||15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules||6 modules&lt;br /&gt;
|-&lt;br /&gt;
|Tokens||∞&lt;br /&gt;
|-&lt;br /&gt;
|Gems||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
[[File:ArcadeJumble.png|thumb]]&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Void]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Reboot]]&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
==== Hidden Stats ====&lt;br /&gt;
These stats are only shown once at least one has been obtained.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Emeralds''': Used to buy items from the Emerald Shop.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only with the Book of Spells relic:&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Mana Armor''': Acts as extra Hearts, capped to the amount of Armor.&lt;br /&gt;
&lt;br /&gt;
'''Mana''': Used to cast spells.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs.&lt;br /&gt;
&lt;br /&gt;
====Chest Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Minimum distance&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|Shows the current room and adjacent 8 rooms.&amp;lt;br /&amp;gt;Clicking the left arrow on the header shows the&amp;lt;br /&amp;gt;full map, with green indicating cleared rooms.&lt;br /&gt;
|10&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Map&lt;br /&gt;
|Increases the chance of finding emeralds.&lt;br /&gt;
|50&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|Points to the starting room.&lt;br /&gt;
|2&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Ultra Key&lt;br /&gt;
|Opening doors no longer spend keys.&lt;br /&gt;
|80(drops from enemies)&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|Allows you to see in and not get damaged&amp;lt;br /&amp;gt;by darkness in distance 100+.&lt;br /&gt;
|95&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&lt;br /&gt;
Haste&lt;br /&gt;
|Makes moving faster. This reduces the time&amp;lt;br /&amp;gt;between actions, so it also makes it easier&amp;lt;br /&amp;gt;to double-move by accident.&lt;br /&gt;
|7&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Golden Heart&lt;br /&gt;
|Gives 1 extra heart from chests.&amp;lt;br /&amp;gt;Can be obtained multiple times.&lt;br /&gt;
|40, then 1 more every 20 distance&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|Unlocks a market where some items&amp;lt;br /&amp;gt;can be bought with emeralds.&lt;br /&gt;
|10(very low droprate)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Google's&amp;lt;br /&amp;gt;Treasure Bag&lt;br /&gt;
|Increases the chance of finding tokens and skillpoints.&amp;lt;br /&amp;gt; It also increases the number of tokens.&lt;br /&gt;
|100(rare drop from mimics)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Sword&lt;br /&gt;
|Sets your damage to 99.&lt;br /&gt;
|Top-right corner (256, you get this&lt;br /&gt;
after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Armor&lt;br /&gt;
|Sets your armor to 99.&lt;br /&gt;
|Bottom-right corner (255, you get&lt;br /&gt;
this after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Emerald Shop Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Emerald&amp;lt;br /&amp;gt;Cost&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|EOD&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Bombs no longer damage you.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Thorns&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Deals 10% of incoming damage&amp;lt;br /&amp;gt;(rounded up) back to the attacker.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&amp;lt;br /&amp;gt;Phasing&lt;br /&gt;
|Allows you to walk through walls in cleared&amp;lt;br /&amp;gt;rooms. Cleared rooms are rooms with no&amp;lt;br /&amp;gt;chests and no enemies remaining.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Vampiric&amp;lt;br /&amp;gt;Blade&lt;br /&gt;
|Killing an enemy restores 1 heart.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Voidforged&amp;lt;br /&amp;gt;Impaler&lt;br /&gt;
|Deals additional 10% melee&amp;lt;br /&amp;gt;damage that ignores armor.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Mana&amp;lt;br /&amp;gt;Reaver&lt;br /&gt;
|Killing an enemy restores 1 mana.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Hammer&lt;br /&gt;
|Can be used to destroy rocks, as if they are doors.&lt;br /&gt;
|48&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Holy Bomb&lt;br /&gt;
|Bomb damage adjacent to bombs becomes full-strength&amp;lt;br /&amp;gt;instead of half-strength, and bombs have a 10%&amp;lt;br /&amp;gt;chance to not be consumed on use.&lt;br /&gt;
|99&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Book of&amp;lt;br /&amp;gt;Spells&lt;br /&gt;
|Unlocks spells and mana.&lt;br /&gt;
|99&lt;br /&gt;
|Relic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens. Cheats reset on death.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1||5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1||100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1||20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3||60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table||100||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
! Additional requirements&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Resources||23000 per color||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Tokens||∞||1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gems||100||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Emeralds||3 (6)||20&lt;br /&gt;
| Getting more than 300 Emeralds total in a run requires the Emerald Map.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints&lt;br /&gt;
| Group 1 || 200 || 5&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
|-&lt;br /&gt;
| Group 2 || 200 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Group 3 || 200 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Group 4 || 200 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Group 5 || 200 || 100&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Artifact||1||25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sword||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armor||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Bombs||up to 99||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(Not From This World)||6*5||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(It's Dangerous to Go Alone)||6*5||20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Cards(The Mighty Five)&lt;br /&gt;
| Boss 1 || 6 || 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Defeated the relevant boss in the [[Statue of Cubos]] at least once&lt;br /&gt;
|-&lt;br /&gt;
| Boss 2 || 6 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Boss 3 || 6 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Boss 4 || 6 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Boss 5 || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|2||0||2&lt;br /&gt;
|-&lt;br /&gt;
|3-4||0||7&lt;br /&gt;
|-&lt;br /&gt;
|5-9||1||7&lt;br /&gt;
|-&lt;br /&gt;
|10-14||7||10&lt;br /&gt;
|-&lt;br /&gt;
|15-39||15||17&lt;br /&gt;
|-&lt;br /&gt;
|40-99||30||39&lt;br /&gt;
|-&lt;br /&gt;
|100-129||40||50&lt;br /&gt;
|-&lt;br /&gt;
|130-159||50||50&lt;br /&gt;
|-&lt;br /&gt;
|160-255||50||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Rounding_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving (&amp;lt;kbd&amp;gt;WASD&amp;lt;/kbd&amp;gt;), waiting (&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt;) or placing bombs (&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles in a corner or split path whose Manhattan distance (ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Rak's Curse]]&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
Default keybinds:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; : Move Left or Right&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; : Shoot/Fire (can be held down)&lt;br /&gt;
*&amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt; : Toggle Autofire&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt; : Use Pilot Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; : Use Ship Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt; : Toggle Upgrade Menu&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; : Toggle Pause&lt;br /&gt;
&lt;br /&gt;
Keybinds may be changed via Settings &amp;gt; Controls &amp;gt; Arcade.&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Unlock Condition!!Stats!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||N/A (Starter Ship)||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Cloaking||Can't be targeted and receives less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Beat Boss with Dragonfly, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Impulse Engines||Movement speed and power are temporarily increased.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Beat Boss with Juggernaut, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733;}}||Adaptive Armor||Armor and health regeneration are temporarily increased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Spaceship influences your base stats, namely Hitpoints.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Weapon!!Unlock Condition!!Type!!Stats!!Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dragonfly&lt;br /&gt;
|Railgun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health.&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser&lt;br /&gt;
|Beat Boss with Railgun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|A rapid-firing energy weapon capable of absorbing energy and stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|Beat Boss with Pulse Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash explosive devastation with swift missiles, obliterating multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Juggernaut&lt;br /&gt;
|Double Cannon&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Laser&lt;br /&gt;
|Beat Boss with Double Cannon, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733;}}&lt;br /&gt;
|Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Drones&lt;br /&gt;
|Beat Boss with Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Deploy autonomous drones aiding in combat with additional firepower and explosive abilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Reaper&lt;br /&gt;
|Gatling Gun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|Beat Boss with Gatling Gun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact.&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon&lt;br /&gt;
|Beat Boss with Plasma Cannon, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Weapon influences both stats: Power, and Speed.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Unlock Condition!!Weapon Passive!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Captain||N/A (Starter Pilot)||Bonus to Ballistic||Shotgun||Overloads and fires the ship's weapon in a half circle.&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Beat Boss with Captain, or unlock for 10000 Tokens||Bonus to Energy||Shield||Creates a shield around the ship. (Absorbs damage)&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Beat Boss with Mechanic, or unlock for 10000 Tokens||Bonus to  Special||Overdrive||Increases ship's stats temporarily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may use any Pilot with any Spaceship.&lt;br /&gt;
&lt;br /&gt;
===Upgrades=== &lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The upgrades menu is split into 4 sections:&lt;br /&gt;
&lt;br /&gt;
*'''Ship''', which includes 5 upgrades.&lt;br /&gt;
*'''Pilot''' - 3 upgrades.&lt;br /&gt;
*'''Weapon''' - also 3 upgrades.&lt;br /&gt;
*'''Abilities''' - 5 upgrades, more about them below this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Ship''' category consists of 3 upgrades which are the same for each ship, weapon and pilot combo:&lt;br /&gt;
&lt;br /&gt;
*'''Max. Health''' - Increases the ship's maximum hitpoints.&lt;br /&gt;
*'''Health Regeneration''' - Increases the ship's hitpoint regeneration.&lt;br /&gt;
*'''Mobility''' - Increases the ship's mobility.&lt;br /&gt;
&lt;br /&gt;
The other 2 upgrades depend on the ship:&lt;br /&gt;
&lt;br /&gt;
*For '''Dragonfly''' these upgrades are:&lt;br /&gt;
**'''Cloaking: Damage Reduction''' - Dragonfly takes less damage while cloaked.&lt;br /&gt;
**'''Cloaking: Duration''' - Increases Dragonfly's cloaking duration.&lt;br /&gt;
*For '''Juggernaut:'''&lt;br /&gt;
**'''Impulse Engines: Duration''' - Increases the duration of impulse engines.&lt;br /&gt;
**'''Impulse Engines: Cooldown''' - Reduces the cooldown of impulse engines.&lt;br /&gt;
*For '''Reaper:'''&lt;br /&gt;
**'''Adaptive Armor: Armor''' - Increases the armor received from adaptive armor.&lt;br /&gt;
**'''Adaptive Armor: Cooldown''' - Decreases the cooldown of adaptive armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Pilot''' section depend only on what pilot you're using (obviously):&lt;br /&gt;
&lt;br /&gt;
*With '''Captain''' the upgrades are:&lt;br /&gt;
**'''Shotgun: Projectiles''' - Increases the amount of projectiles on use.&lt;br /&gt;
**'''Shotgun: Power''' - Increases power converted to shotgun power.&lt;br /&gt;
**'''Shotgun: Cooldown''' - Reduces the cooldown of shotgun.&lt;br /&gt;
*With '''Mechanic:'''&lt;br /&gt;
**'''Shield: Amount''' - Increases the shield's size.&lt;br /&gt;
**'''Shield: Armor''' - Increases the ship's armor for a few seconds after skill activation.&lt;br /&gt;
**'''Shield: Cooldown''' - Reduces the cooldown of shield.&lt;br /&gt;
*With '''Securbot:'''&lt;br /&gt;
**'''Overdrive: Offensive''' - Increases the boost of overdrive for offensive ship stats.&lt;br /&gt;
**'''Overdrive: Defensive''' - Increases the boost of overdrive for defensive ship stats.&lt;br /&gt;
**'''Overdrive: Cooldown''' - Reduces the cooldown of overdrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Weapon''' section depend on your selected weapon:&lt;br /&gt;
&lt;br /&gt;
*All weapons have a '''Power''' upgrade, which increases their damage.&lt;br /&gt;
*Per-weapon upgrades, besides '''Power:'''&lt;br /&gt;
**'''Railgun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Pulse Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Rocket Launcher:'''&lt;br /&gt;
***'''Explosion Damage''' - Increases how much power is converted to explosion damage.&lt;br /&gt;
***'''Ammunition Regeneration''' - Reduces the time needed to generate new ammunition.&lt;br /&gt;
**'''Double Cannon:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Consumption''' - Reduces the amount of energy needed to fire the weapon.&lt;br /&gt;
**'''Drones:'''&lt;br /&gt;
***'''Drone Regeneration''' - Increases how fast new drones are produced.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Gatling Gun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Plasma Cannon:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Regeneration Cooldown''' - Reduces the time needed before energy regeneration starts.&lt;br /&gt;
**'''Gauss Cannon:'''&lt;br /&gt;
***'''Ammunition+''' - Increases the maximum ammunition.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
Abilities depend on (1) the spaceship you are using&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''Ship'''!!Level 25&amp;lt;br&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||Reactive&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Vampiric Maneuvers&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Distortion Field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(2) the pilot&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Level 20&amp;lt;br /&amp;gt;Ability!!Level 30&amp;lt;br /&amp;gt; Ability&lt;br /&gt;
|-&lt;br /&gt;
|Captain||Shotgun: No Cooldown||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Regenerative Hull||Electronics&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Overloaded||Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
and (3) the type of weapon&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weapon!!Level 5&amp;lt;br /&amp;gt;Ability!!Level 10&amp;lt;br /&amp;gt;Ability!!Level 15&amp;lt;br /&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Railgun (Dragonfly Ballistic)||Piercing||N/A||Kinetic Converter&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser (Dragonfly Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher (Dragonfly Special)||Free Ammunition||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Double Cannon (Juggernaut Ballistic)||Piercing||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Laser (Juggernaut Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Drones (Juggernaut Special)||N/A&lt;br /&gt;
|Explosive Drones||Rocket Drones&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Gun (Reaper Ballistic)||Piercing||N/A&lt;br /&gt;
|Multishot&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon (Reaper Energy)||Energy Siphon||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon (Reaper Special)||Piercing||N/A&lt;br /&gt;
|Explosive Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strength it is recommended to unlock abilities as soon as unlocked.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Immolation]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Aura Enhancement]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Tactical Maneuver]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Defense Overload]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Cooling Cell]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Borf]]&lt;br /&gt;
*{{Module|Legendary|size=30px}} [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''[[Modules#List_of_Modules|Daigoparry]] is an easter egg module and is not required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left).&lt;br /&gt;
There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five||Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power||Defensive, Offensive, Utility, Ultimate, Special||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins||Forest, Desert, Winter, Underground, Volcano||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench||High Mountain, Jungle, Metallic Ruins, Beach, Ocean||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World||Neutral, Dark Realm, Heaven, Universe, Chaos||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals||Fire, Water, Earth, Nature, Air||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy||Neutral, Light, Darkness, Electricity, Universal||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil||Tank, Archer, Wizard, Assassin, Boss||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone||Heart, Armor, Sword, Bomb, Boots||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|Fire Some Kinda Laser Thingie At Them||Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter||Perfect Space&lt;br /&gt;
|-&lt;br /&gt;
|They're Not Your Crew Anymore||Captain, Mechanic, Securbot, Alien, Computer||Perfect Space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens''' ({{Number|15|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''.&lt;br /&gt;
*'''Spiked Tokens''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output.&lt;br /&gt;
*'''Charged Tokens''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3954</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3954"/>
		<updated>2026-02-19T01:34:51Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* List of artifacts */ added the boss arti drop chance imcreases to the table as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Research Funding''' skill decreases research cost.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''38''' artifacts available to collect. (2 are event artifacts so they are not always obtainable)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition&lt;br /&gt;
!Category&lt;br /&gt;
!Research Cost&lt;br /&gt;
!Research Time!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Golden Apple''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
|Standard&lt;br /&gt;
|2000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Rib Cage''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Carrot''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made out of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dwarven Minecart''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Lava Ruby''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool. Look carefully as it is the same color as the lava, it is there at the start before drifting away, though it comes back.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Sign''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Monkey Idol''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ancient Gear''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Compass''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planet's magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Sword''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Strange Cube''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Neutral]]. Click on rising cubes on the right-most chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can then contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;''It's early, but never too late.'' (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;''What's the similarities between cats and endermen?'' (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;''The Dark Knight would be at home here''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;[[Dark_Realm|Dark Realm]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Location: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Cratorrex's latest synthesized creation!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Wing''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Blackhole In A Bottle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting something in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Light Triangle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e7}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
|Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
|Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e36}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cylindro|Boss 1]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance, +15% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance, +15% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance, +10% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The fabled grimoire, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e23}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e40}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Forged somewhere in the depths of space by an unknown civilization probably centuries ago. It's cool though that they fit in modern arcade machine coin slots.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Rolling this particular die turns out to be quite difficult as you need an anti-table to prevent planetary-scale matter annihilation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Found drifting amidst the vast expanse of space. The allure to unleash its powers is undeniably strong.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
|Have {{Module|Legendary|size=30px}} '''W.I.N.C.E.''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
| Secret&lt;br /&gt;
|{{Number|4e50}}&lt;br /&gt;
|1&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct. 1st to Oct. 31st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec. 1st to Jan. 1st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Google's Treasure Bag'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
Defeat a mimic. Not 100% droprate, so defeat many mimics.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Named after its tamer, Google, this friendly mimic masquerades as a treasure bag. Unlike its deceptive kin, it warmly guides adventurers to wealth, infusing their journey with a playful mischief that enriches every step.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 A must take on any adventure! (increases the chance of finding tokens and skillpoints as well as the amount of tokens)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Una's Replicator'''}}&lt;br /&gt;
|Una's clue #1 &amp;lt;spoiler&amp;gt;''Maybe y'all should go touch grass......... in the game.''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Una's clue #2 &amp;lt;spoiler&amp;gt;''I think you're way overthinking it. If someone tells you to go touch grass, where are you going?''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Location: &amp;lt;spoiler&amp;gt;[[Town]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;[[Town]] level 1000. (10% chance to appear?)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e70}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Una's replicator, a marvel of ancient craftsmanship, is named in honor of its creator, Una. This intricate device is capable of converting the town's hard-earned XP into valuable skillpoints.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Gains up to 1000 extra skillpoints using excess [[Town]] XP. (XP needed per SP: n&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*1000, where n from 1 to 1000)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Nar's Tubular Test Tube'''}}&lt;br /&gt;
|Nar's clue #1&amp;lt;spoiler&amp;gt;''My module helps with the artifact unlock but you gonna need more than that''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Kill an enemy with an element not normally present in a region&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This potent fluid required 31 experiments for Nar to create, but in the end, he succeeded in producing something that will boost the tower's base armor without the need for any modules. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increase base armor of all elements by 1.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Seraphiel's Microphone Staff'''}}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;[[File:How to get Seraphiel.png|thumb]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Secret&lt;br /&gt;
|{{Number|5e50}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This unholy device turns any recording into a haunting chorus that is heard directly inside the head of every worker standing inside the manufacture, causing them to reach peak efficiency.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the strength of all manufacture boosters by 0.5% per researched artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3927</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3927"/>
		<updated>2026-01-16T17:52:53Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: ok i give up, formulas up to overcharge, the rest will be added eventually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-4[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources, for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate.&lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to 1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers (or the wiki maintainers because many of those are fixed now).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|NATURE DAMAGE LIFESTEAL&lt;br /&gt;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|CHANCE STUN DEBUFF&lt;br /&gt;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|RESOURCES CHANCE&lt;br /&gt;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|Provides a 10% chance to ignite all enemies in a large area around the primary target, burning them for a specific amount of Fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|A fiery foundation that provides the tower with some hitpoints and increases Fire resistance, but lowers Water resistance. In addition outgoing Fire damage is multiplied by 40.&lt;br /&gt;
|FIRE WATER HEALTH RESISTANCE&lt;br /&gt;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|LIGHT CHANCE DAMAGE HEALTH&lt;br /&gt;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|LIGHT AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|ELECTRICITY AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|AIR AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|AIR RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|AIR REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|SHIELD REACTIVE REGENERATION&lt;br /&gt;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|ACTIVE INSTANT AREA LIFESTEAL&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|EARTH AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|WATER AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|DARKNESS AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|NATURE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|EARTH RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|WATER RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|NATURE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|EARTH REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|WATER REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|FIRE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|ELECTRICITY RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|LIGHT RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|LIGHT REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|DARKNESS REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|DARKNESS RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|NEUTRAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|UNIVERSAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-4: 4% * (tier+1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: {{Number|1e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 2: {{Number|8e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|60e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|300e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5+: {{Number|5e9}} * 2.5^(tier-5)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt; chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1% * (tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 2% + 3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 22% + 0.1% * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
'''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1-5: 0.1x + 0.1x*tier&lt;br /&gt;
Tier 6+: 0.66x + 0.02x*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;gt;''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-6: 7% + 3%*tier&lt;br /&gt;
Tier 7+: 25% + 1.5%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|Cooldown:&lt;br /&gt;
Tier 1-5: 40 - 5*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 100+33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 100 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 9 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 9 + 0.05*(tier-6) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|REACTIVE SLOW DEBUFF&lt;br /&gt;
|Tier 1-5: -(25% + 15%*tier)&lt;br /&gt;
Tier 6+: 100% + 2%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|WATER DAMAGE STUN&lt;br /&gt;
|Tier 1: 100%&lt;br /&gt;
Tier 2: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 400%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 600%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 1000%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1300% + 410%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|Tier 1-6: 1% + 1%*tier&lt;br /&gt;
Tier 7+: 7% + 0.075 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the tower's water armor raised to the power of &amp;lt;code&amp;gt;{armor}&amp;lt;/code&amp;gt; (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Armor:&lt;br /&gt;
Tier 1-6: 0.01*tier&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 0.06 + 0.34/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: {{Number|1e6}} * 10^(tier-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|50e9}} * 4^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 8.1 + 5/244 * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 5%*tier&lt;br /&gt;
Tier 6+: 30.4% + 1.4%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1%*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 0.2% + 0.3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 2% + 0.01%*(tier-5) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1: 1%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 8% + 3%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration/Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 25 * 2^(tier-1) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 400 + 4*(tier-5) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's HP regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 0.05% + 0.05%*tier&lt;br /&gt;
Tier 6+: 0.34% + 0.31%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|Projectiles that hit Nature enemies will start to bounce off to nearby targets, bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: {{Number|1.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|1e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|9e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|5e8}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|1e9}} * 2.4^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 50%&lt;br /&gt;
Tier 2: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 150%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 350% + 180%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|NATURE LIGHT DAMAGE&lt;br /&gt;
|Tier 1-6: 5% + 5%*tier&lt;br /&gt;
Tier 7+: 35% + 65%/244*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Cost:&lt;br /&gt;
Tier 1-5: 800 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 90-10*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 10% + 0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2.5 + tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE&lt;br /&gt;
|Hitpoints:&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1125000&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|2.4e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|8e7}}/3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|320e6}}/7 * 2^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20% + 10%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 70%&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|REACTIVE STUN BLOCK&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
Tier 2: 34%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 38%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 44%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60% + 40%/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|Tier 1-6: 1000 * 10^tier&lt;br /&gt;
Tier 7+: {{Number|1e9}} * 8^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;gt;''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^&amp;lt;code&amp;gt;{exponent}&amp;lt;/code&amp;gt; where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-6: 0.07 + 0.01*tier&lt;br /&gt;
Tier 7+: 0.13 + 0.27/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1+: 10 + 5*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stun:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1.5 + 0.5*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4 + 0.5*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 26 - 3*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 11 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: {{Number|1.25e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|7.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|5e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|175e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|8.75e8}} * 2^(tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 20% + 5% * tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 47% + 48%/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 0.8 + 0.4 * tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.8 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|DARKNESS REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|DARKNESS FIRE EARTH NATURE AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|LIGHT WATER AIR ELECTRICITY AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;gt;''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|HEALTH LIFESTEAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 HP left. Can only trigger once every few seconds.&lt;br /&gt;
|REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's shield an in turn increases its Electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff / status effect.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
|ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL FIRE EARTH NATURE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||Challenge Completion&lt;br /&gt;
|Increases the damage against non-Normal enemy types. Includes Archers, Assassins, Wizards, Tanks and Bosses.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL LIGHT FIRE EARTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|A certain amount of Electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12M radius.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|FIRE AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|WATER CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|UNIVERSAL ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a Universal type enemy. Splash damage type is Universal.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuf resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||The Executive&lt;br /&gt;
|No&lt;br /&gt;
|Unknown&lt;br /&gt;
|&amp;quot;idk if there has been any update on this but I got Executive by auto toggling my infinity stones to do something and it gave me one once I got over a certain speed I assume(?)&amp;quot; - darkcloud100 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I got it after enabling perma use on my water infinity stone&amp;quot; - ben251&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'. This is still reflected in their internal ids.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v1.0.10, there are '''19''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=3895</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=3895"/>
		<updated>2026-01-06T00:34:00Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: added all 1.0 achivements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|how to get secret achievements.}}&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work'''  &amp;lt;spoiler&amp;gt;Start a round on Chaos without any modules&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Konami Code''' &amp;lt;spoiler&amp;gt;Enter the Konami Code (⬆⬆⬇⬇⬅➡⬅➡🅱🅰) in the Arcade in Perfect Space in the &amp;quot;Insert Coin Here&amp;quot; screen&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanist''' &amp;lt;spoiler&amp;gt;Complete Botany in the Nature Experiment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Earth Tunnel''' &amp;lt;spoiler&amp;gt;Mine 12,742,000 m in the Mine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''You Spin Me Right Round''' &amp;lt;spoiler&amp;gt;Kill Cylindro during his Slam attack. After Cylindro hits the ground, but before Cylindro is back upright.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanophobia''' &amp;lt;spoiler&amp;gt;Kill all Vine Monsters before Eyes and Tesla coils&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not A Scratch''' &amp;lt;spoiler&amp;gt;Take no hit on Cubos Jr. Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Born Under a Lucky Star''' &amp;lt;spoiler&amp;gt;Don't discard any cards on Dodecai Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''First Producer''' &amp;lt;spoiler&amp;gt;Craft a Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Producer''' &amp;lt;spoiler&amp;gt;Craft an Exotic Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''T10 Ore''' &amp;lt;spoiler&amp;gt;Refine T10 Ore in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''To Infinity''' &amp;lt;spoiler&amp;gt;Upgrade a module past Tier 5&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''And So It Begins''' &amp;lt;spoiler&amp;gt;Combine your first Power Stones&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Potential''' &amp;lt;spoiler&amp;gt;Make a Tier 50 Power Stone of every element including universal&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where's the Sun?''' &amp;lt;spoiler&amp;gt;Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Challenger''' &amp;lt;spoiler&amp;gt;Beat all 90 normal mode challenges&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Unchallenged''' &amp;lt;spoiler&amp;gt;Beat all 90 hard mode challenges&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Final Attack''' &amp;lt;spoiler&amp;gt;From defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Escape''' &amp;lt;spoiler&amp;gt;After defeating Thorus (boss 5) second phase, when you are in the choice to revive Dr Cubical, forcibly close the game with Alt + F4 or Windows + W and confirm to exit the game, once you restart choose the same game file you will be back at the choice and get the achievement&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Heart''' &amp;lt;spoiler&amp;gt;From reviving Dr. Cubical after defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Perfect Tower''' &amp;lt;spoiler&amp;gt;Defeat Thorus (boss 5) second phase with 100 modules at t1000+ and with all modules unlocked and injected into the tower&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Lab #101''' &amp;lt;spoiler&amp;gt;Prestige all laboratory experiments to prestige 101&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Space Vanquisher''' &amp;lt;spoiler&amp;gt;Defeat the boss once in Perfect Space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Browncoat Triumph''' &amp;lt;spoiler&amp;gt;Defeat the boss with every weapon once in Perfect Space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not Really Impossible''' &amp;lt;spoiler&amp;gt;Beat any impossible difficulty in normal mode&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Power''' &amp;lt;spoiler&amp;gt;Run every power plant boost at once&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Assembly Line''' &amp;lt;spoiler&amp;gt;Equip every machine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Universal Power''' &amp;lt;spoiler&amp;gt;Transmute a universal powerstone&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Shiny Starter''' &amp;lt;spoiler&amp;gt;Obtain one card in the Arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Royal Flush''' &amp;lt;spoiler&amp;gt;Obtain every card in the Arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''A new era''' &amp;lt;spoiler&amp;gt;Reach Wave 100b/Era 1 for the first time&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Into Infinity''' &amp;lt;spoiler&amp;gt;Reach Era 100b/Infinity 1 for the first time&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Data Center''' &amp;lt;spoiler&amp;gt;Maximize every headquarters server&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''It's Ready''' &amp;lt;spoiler&amp;gt;Reach the max level on any module (how do you not have this)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Way of the Fabricator''' &amp;lt;spoiler&amp;gt;Take the Fabricator specialization in military perks&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Way of the Astro-Miner''' &amp;lt;spoiler&amp;gt;Take the Asteroid Mining specialization in military perks&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Way of the Dyson Sphere''' &amp;lt;spoiler&amp;gt;Take the Dyson Sphere specialization in military perks&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Let's Start Over''' &amp;lt;spoiler&amp;gt;Prestige a lab experiment for the first time&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Gambling''' &amp;lt;spoiler&amp;gt;Obtain a module from the arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Outskilled''' &amp;lt;spoiler&amp;gt;Take every skill point perk&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Wisdom''' &amp;lt;spoiler&amp;gt;Take every exotic skill&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pink Treasure''' &amp;lt;spoiler&amp;gt;Mine an exotic gem&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''It came from space''' &amp;lt;spoiler&amp;gt;Find an artifact in an asteroid&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Tier II Civilization''' &amp;lt;spoiler&amp;gt;Obtain every ring in the dyson sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Space Left''' &amp;lt;spoiler&amp;gt;Fill up the power grid&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Head of Blueprints''' &amp;lt;spoiler&amp;gt;Create a blueprint that fulfills at least 4 contracts&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Singularity''' &amp;lt;spoiler&amp;gt;Run the Facility AI&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Stormy Delivery''' &amp;lt;spoiler&amp;gt;Complete a shipment during bad weather&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Maiden Voyage''' &amp;lt;spoiler&amp;gt;Complete your first shipment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Long Journey''' &amp;lt;spoiler&amp;gt;Complete a gem shipment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Trade Route''' &amp;lt;spoiler&amp;gt;Complete 1000 shipments&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Trading Empire''' &amp;lt;spoiler&amp;gt;Maximize the trading reward upgrades in the trading post&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Original Currency''' &amp;lt;spoiler&amp;gt;Trade Trading Post resources to Town resources&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Impressive Storage''' &amp;lt;spoiler&amp;gt;Trade with a 2.5x crate multiplier&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''The Button''' &amp;lt;spoiler&amp;gt;Maximize the xp cost reduction of era disables&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Advanced Science''' &amp;lt;spoiler&amp;gt;Discover every era power&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Successful Experiments''' &amp;lt;spoiler&amp;gt;Obtain every module from era experiments&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Hammering Stars''' &amp;lt;spoiler&amp;gt;Hammer every star in the anvil&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''The Great Designer''' &amp;lt;spoiler&amp;gt;Create a new blueprint in the workshop&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Beyond Infinity''' &amp;lt;spoiler&amp;gt;Unlock every module in the infinity grid in the workshop&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Cosmic Trap''' &amp;lt;spoiler&amp;gt;Lock stars in the anvil&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Parallel Dimensions''' &amp;lt;spoiler&amp;gt;Import anything&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''End of Early Game''' &amp;lt;spoiler&amp;gt;Maximize every building tier&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''All the Resources''' &amp;lt;spoiler&amp;gt;Reach a resource drop multiplier over 1e30&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''International Museum''' &amp;lt;spoiler&amp;gt;Research every non-event and non-secret artifact&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Global Mayor''' &amp;lt;spoiler&amp;gt;Reach town level 1000&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Empty-Handed''' &amp;lt;spoiler&amp;gt;Beat a boss without any boss modules equipped&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Intergalactic Domination''' &amp;lt;spoiler&amp;gt;Obtain every military perk&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Master of One''' &amp;lt;spoiler&amp;gt;Maximize any town perk&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''The end is near...''' &amp;lt;spoiler&amp;gt;Unlock the final boss&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where is my gauntlet?''' &amp;lt;spoiler&amp;gt;Unlock every infinity stone&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Work, Work!''' &amp;lt;spoiler&amp;gt;Set a worker task&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pathfinder''' &amp;lt;spoiler&amp;gt;Obtain every regional module&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Almost Perfect!''' &amp;lt;spoiler&amp;gt;Obtain every non-legendary module&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Achievements:&lt;br /&gt;
&lt;br /&gt;
*'''Halloween''' &amp;lt;spoiler&amp;gt;Complete the Quests in the Halloween Events [1st October - 31st October 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Winter Wonderland''' &amp;lt;spoiler&amp;gt;Complete all events in the Winter Wonderland Events [1st December - 31st December 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Achievements:&lt;br /&gt;
*'''Cylindro Hater''' &amp;lt;spoiler&amp;gt;Kill Cylindro (Boss 1) 1000 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Spectral Breaker''' &amp;lt;spoiler&amp;gt;'''WARNING''' this Achievement produces '''Flickering Light''' and may cause '''Epilepsy Seizures''' on people photosensitive!!!!  (Make the following layout on the Laboratory Light Experiment, remove the mirror circle with red to get the Achievement, but first read the Warning). [[File:Spectral Breaker.png|thumb]] [[File:SPOILER mirrorspectral.png|thumb]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3894</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3894"/>
		<updated>2026-01-05T23:30:26Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: added category, research time, and research cost columns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Research Funding''' skill decreases research cost.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''38''' artifacts available to collect. (2 are event artifacts so they are not always obtainable)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition&lt;br /&gt;
!Category&lt;br /&gt;
!Research Cost&lt;br /&gt;
!Research Time!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Golden Apple''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
|Standard&lt;br /&gt;
|2000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Rib Cage''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Carrot''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made out of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dwarven Minecart''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Lava Ruby''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool. Look carefully as it is the same color as the lava, it is there at the start before drifting away, though it comes back.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Sign''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Monkey Idol''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ancient Gear''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Compass''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planet's magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Sword''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Strange Cube''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Neutral]]. Click on rising cubes on the right-most chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can then contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;''It's early, but never too late.'' (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;''What's the similarities between cats and endermen?'' (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;''The Dark Knight would be at home here''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;[[Dark_Realm|Dark Realm]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Location: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Cratorrex's latest synthesized creation!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Wing''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Blackhole In A Bottle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting something in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Light Triangle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e7}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
|Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
|Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e36}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cylindro|Boss 1]] (5% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The fabled grimoire, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e23}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e40}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Forged somewhere in the depths of space by an unknown civilization probably centuries ago. It's cool though that they fit in modern arcade machine coin slots.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Rolling this particular die turns out to be quite difficult as you need an anti-table to prevent planetary-scale matter annihilation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Found drifting amidst the vast expanse of space. The allure to unleash its powers is undeniably strong.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
|Have {{Module|Ultimate|size=30px}} '''W.I.N.C.E''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
|Seccret&lt;br /&gt;
|{{Number|4e50}}&lt;br /&gt;
|1&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct. 1st to Oct. 31st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec. 1st to Jan. 1st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Google's Treasure Bag'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
Defeat a mimic. Not 100% droprate, so defeat many mimics.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Named after its tamer, Google, this friendly mimic masquerades as a treasure bag. Unlike its deceptive kin, it warmly guides adventurers to wealth, infusing their journey with a playful mischief that enriches every step.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 A must take on any adventure! (increases the chance of finding tokens and skillpoints as well as the amount of tokens)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Una's Replicator'''}}&lt;br /&gt;
|Una's clue #1 &amp;lt;spoiler&amp;gt;''Maybe y'all should go touch grass......... in the game.''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Una's clue #2 &amp;lt;spoiler&amp;gt;''I think you're way overthinking it. If someone tells you to go touch grass, where are you going?''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Location: &amp;lt;spoiler&amp;gt;[[Town]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;[[Town]] level 1000. (10% chance to appear?)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e70}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Una's replicator, a marvel of ancient craftsmanship, is named in honor of its creator, Una. This intricate device is capable of converting the town's hard-earned XP into valuable skillpoints.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Gains up to 1000 extra skillpoints using excess [[Town]] XP. (XP needed per SP: n&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*1000, where n from 1 to 1000)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Nar's Tubular Test Tube'''}}&lt;br /&gt;
|Nar's clue #1&amp;lt;spoiler&amp;gt;''My module helps with the artifact unlock but you gonna need more than that''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Kill an enemy with an element not normally present in a region&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This potent fluid required 31 experiments for Nar to create, but in the end, he succeeded in producing something that will boost the tower's base armor without the need for any modules. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increase base armor of all elements by 1.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Seraphiel's Microphone Staff'''}}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;[[File:How to get Seraphiel.png|thumb]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Secret&lt;br /&gt;
|{{Number|5e50}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This unholy device turns any recording into a haunting chorus that is heard directly inside the head of every worker standing inside the manufacture, causing them to reach peak efficiency.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the strength of all manufacture boosters by 0.5% per researched artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=3893</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=3893"/>
		<updated>2026-01-05T05:45:08Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: adds all the exotic skills, fixes pyra and cyl combat xp, updated xp calculatior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the Statue of Cubos in the [[Construction Firm]] will unlock more module slots.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique fights that each play very differently than the core game loop. Each one is based on a different game genre and contains different game mechanics.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu. On the bottom next to the fight button are arrows to increase the tier of boss you wish to fight. Click to go up by 1 tier, or shift-click to go up by 100 (or to your highest tier if lower than 100).&lt;br /&gt;
&lt;br /&gt;
The first 4 bosses have a set of boss modules you can use in the fight to greatly increase your power, unlocked by acquiring all the linked modules listed next to them. These give certain abilities to the Tower that increase in power with their tier (upgraded using Statue resources) and combat experience (obtained by killing the respective boss with it equipped). The final boss will not have boss modules, and will instead get a hard mode for those that want the challenge.&lt;br /&gt;
&lt;br /&gt;
Higher tier bosses will gain new abilities at tiers 2, 3, 5, 8, 13, and 21 (following the Fibonacci sequence), as well as a slight increase to their base stats at each tier. This aims to keep the challenge of higher tier bosses fun, and avoid them feeling monotonous or like a slog to complete.&lt;br /&gt;
&lt;br /&gt;
Defeating bosses will award you with exotic gems, combat experience and maybe even an artifact or two, and can even grant achievements under certain conditions.&lt;br /&gt;
&lt;br /&gt;
A helpful tool for quickly calculating boss xp gain can be found here.&lt;br /&gt;
[https://www.desmos.com/calculator/d972c46ad0 calculator]&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tries to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems and &amp;lt;code&amp;gt;15 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 6&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls (customizable in Options)====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' A/D&lt;br /&gt;
*'''Fire Missiles:''' W&lt;br /&gt;
*'''Long Jump:''' Space; requires Acrobatic Plugin boss module&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Cylindro's boss modules increase stats of the tower, like upgrades did before. You can only equip up to 3 (4 with Cyanotypes) at once.&lt;br /&gt;
!Boss Module!!Linked Modules!!Description!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|'''Searing Projectiles'''&lt;br /&gt;
|&lt;br /&gt;
*Phoenix Bounce&lt;br /&gt;
*Light Splash&lt;br /&gt;
*Earth Taste&lt;br /&gt;
|Increases the damage of the tower’s projectiles based on combat experience and module tier.&lt;br /&gt;
|(T + 1) * (1 + xp&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;/100)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Shell'''&lt;br /&gt;
|&lt;br /&gt;
*Stab Protection&lt;br /&gt;
*Reflect&lt;br /&gt;
*Shelter&lt;br /&gt;
|Reduces incoming damage based on combat experience and module tier.&lt;br /&gt;
|0.01 + 0.99 * (1 - (0.99 * 0.99^xp^0.05)^T)&lt;br /&gt;
|-&lt;br /&gt;
|'''Charged Powerups'''&lt;br /&gt;
|&lt;br /&gt;
*Moon Energy&lt;br /&gt;
*Recharge&lt;br /&gt;
*Energy Flow&lt;br /&gt;
|Decreases powerup spawn cooldown and increases powerup energy refill amount based on combat experience and module tier.&lt;br /&gt;
|Refill: 1 + T &amp;lt;br&amp;gt; Respawn: 1 - (0.95 - 0.9 * (1 - 0.99^xp^0.25))&lt;br /&gt;
|-&lt;br /&gt;
|'''Streamlined Hull'''&lt;br /&gt;
|&lt;br /&gt;
*Light Crit&lt;br /&gt;
*Overcharge&lt;br /&gt;
*Air Shell&lt;br /&gt;
|Increases Tower movement speed based on combat experience and module tier.&lt;br /&gt;
|(2 + 2T) + max(1, (xp/10)^0.06)&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobatic Plugin'''&lt;br /&gt;
|&lt;br /&gt;
*Avalanche&lt;br /&gt;
*Lightning&lt;br /&gt;
*Redirect&lt;br /&gt;
|Allows you to jump to the opposite side of the arena using the down arrow or S key in a certain amount of time; delay is reduced with combat experience and module tier.&lt;br /&gt;
|0.1 + ((1.9 - T/199) / max(1, (xp/10)^0.06)&lt;br /&gt;
|-&lt;br /&gt;
|'''Epic Gyroscope'''&lt;br /&gt;
|&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Super Tower&lt;br /&gt;
*Tremors&lt;br /&gt;
|Allows the tower to attack while moving, but with a higher energy cost and slower firerate. These penalties get weaker with combat experience and module tier.&lt;br /&gt;
|Speed: 0.5 + T/220 &amp;lt;br&amp;gt; Cost: 1.5 - 0.45 * (1 - 0.99^xp^0.33)&lt;br /&gt;
|-&lt;br /&gt;
|'''Idle Nanobots'''&lt;br /&gt;
|&lt;br /&gt;
*Shelter&lt;br /&gt;
*Boss Shield&lt;br /&gt;
*Advanced Heal&lt;br /&gt;
|Allows the tower to passively regenerate health when not moving for a certain amount of time; health regeneration rate and delay after moving based on combat experience and module tier.&lt;br /&gt;
|Delay: 0.5 + 2.5 * 0.95^T &amp;lt;br&amp;gt; Regen: 2 * 1.5^xp^0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms, which can be dodged by moving to adjacent pillars. Headbutts deal a base of 25% damage while waterstorms deal a base of 50% damage on hit, so try not to get hit too much if you don’t have Idle Nanobots or Hardened Shell. &lt;br /&gt;
&lt;br /&gt;
Cylindro will spin at least 2 times before performing an attack, alternating between clockwise and counter-clockwise. '''Cylindro spins significantly faster as his health gets low''', reducing the amount of downtime between his attacks and forcing the player to dodge more often.&lt;br /&gt;
&lt;br /&gt;
To damage Cylindro you need to fire missiles at him, which will cost energy. (No energy = no missiles)&lt;br /&gt;
You cannot fire missiles while moving between pillars unless you have Epic Gyroscope equipped. However, even without it you will still fire a single missile on jumping to a new platform if the fire button is held while moving due to you shooting during the single frame you are on the pillar. &lt;br /&gt;
&lt;br /&gt;
Green powerups will spawn periodically on random pillars and will restore energy when picked up.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
&lt;br /&gt;
*Tier 2: Cylindro's slam will turn the focused pillar red which will make the tower jump more slowly on and off of it.&lt;br /&gt;
*Tier 3: Cylindro will sometimes spin rapidly before summoning damaging geysers on every pillar in the arena except for 2 of them. The 2 safe pillars will be highlighted in green and will always appear on opposite sides of the map to one another.&lt;br /&gt;
*Tier 4: Cylindro makes all three slammed pillars red when headbutting them instead of just one.&lt;br /&gt;
*Tier 5: Sometimes after a slam, Cylindro will spin around the stage, damaging you if you touch him.&lt;br /&gt;
*Tier 8: Cylindro will occasionally spawn a geyser on a random pillar which will erupt after some time and damage the tower if they are on it.&lt;br /&gt;
*Tier 13: Cylindro will gain an invincible shield that spins around him and blocks projectiles. He gains extra shields at tiers 20 and 30, at which point the 3 shields combined will cover the vast majority of his body.&lt;br /&gt;
*Tier 21: Cylindro's wave cannon attacks become much more chaotic.&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&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;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achievements and artifacts&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;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Energy Sphere:''' 5% base chance on victory. +5% chance per victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack. (Also applies to his roll attack at tiers 5+&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems and &amp;lt;code&amp;gt;15 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 6&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls (partially customizable in Options)====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
*'''Switch Weapons:''' Middle mouse button; requires Shotgun or Nuclear RPG boss module&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Pyramidas' boss modules increase stats of the tower or unlock other weapons. You can only equip up to 3 (4 with Cyanotypes) at once.&lt;br /&gt;
!Boss Module!!Linked Modules!!Description!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharp Projectiles'''&lt;br /&gt;
|&lt;br /&gt;
*Incineration&lt;br /&gt;
*Headhunting&lt;br /&gt;
*Fire Taste&lt;br /&gt;
|Increases the damage of all tower’s weapons based on combat experience and module tier.&lt;br /&gt;
|(T + 1) * (1 + xp&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;/100)&lt;br /&gt;
|-&lt;br /&gt;
|'''Titanium Plating'''&lt;br /&gt;
|&lt;br /&gt;
*Shield of Nature&lt;br /&gt;
*Titanium Hull&lt;br /&gt;
*Dispel&lt;br /&gt;
|Reduces incoming damage based on combat experience and module tier.&lt;br /&gt;
|0.01 + 0.99 * (1 - (0.99 * 0.99^xp^0.05)^T)&lt;br /&gt;
|-&lt;br /&gt;
|'''Dense Magazine'''&lt;br /&gt;
|&lt;br /&gt;
*Energy Recycling&lt;br /&gt;
*Sun Energy&lt;br /&gt;
*Refined Armor&lt;br /&gt;
|Increases Max. ammunition of default weapon based on combat experience and module tier.&lt;br /&gt;
|1 + T/20 + log_1000(xp)&lt;br /&gt;
|-&lt;br /&gt;
|'''Organic Vampirism'''&lt;br /&gt;
|&lt;br /&gt;
*Lifesteal&lt;br /&gt;
*Rejuvenate&lt;br /&gt;
*Lifeleech&lt;br /&gt;
|Heals the tower when attacking organic parts. Heal amount based on combat experience and module tier.&lt;br /&gt;
|1 + T/20 + log_100(xp)&lt;br /&gt;
|-&lt;br /&gt;
|'''Shotgun'''&lt;br /&gt;
|&lt;br /&gt;
*Sparks&lt;br /&gt;
*Fracture&lt;br /&gt;
*Execution&lt;br /&gt;
|Adds a shotgun to your weapon arsenal(use middle mouse buttons to switch weapons). Shoots 5 additional projectiles randomly distributed around your target point. Damage based on combat experience and module tier.&lt;br /&gt;
|0.4 + T/50 + 0.01 * ln(xp)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nuclear RPG'''&lt;br /&gt;
|&lt;br /&gt;
*Lucky Shot&lt;br /&gt;
*Sandstorm&lt;br /&gt;
*Earthquake&lt;br /&gt;
|Adds a nuclear rocket launcher to your weapon arsenal(use middle mouse buttons to switch weapons). Creates an explosion at the impact location. Damage based on combat experience and module tier.&lt;br /&gt;
|8 + T/4 + 0.05 * ln(xp)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fight Description====&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
&lt;br /&gt;
*Tier 2:  Pyramidas's smokestacks (electricity side) begin being able to fire.&lt;br /&gt;
*Tier 3: Pyramidas will be able to start firing a bunch of projectiles into the air on nature side one.&lt;br /&gt;
*Tier 5: Pyramidas will start using vines on nature side two.&lt;br /&gt;
*Tier 8: Pyramidas gains 4 destructible shields.&lt;br /&gt;
*Tier 13: Nature attacks begin to cover the screen on hit, electricity attacks force a reload, eye attacks do both.&lt;br /&gt;
*Tier 21: Eyes on the Electricity sides start being able to shoot a bunch of electricity projectiles into the sky.&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;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achievements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory. +15% chance each victory.&lt;br /&gt;
*'''Vine Monster:''' 5% chance to drop on victory. +5% chance each victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems, and &amp;lt;code&amp;gt;18 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 9&amp;lt;/code&amp;gt; combat experience.&lt;br /&gt;
&lt;br /&gt;
====Controls (customizable in Options)====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, scroll wheel or space bar&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Cubos Jr.'s boss modules increase stats of the tower, modify tower movement, or modify bomb behavior. You can only equip up to 3 (4 with Cyanotypes) at once.&lt;br /&gt;
!Boss Module!!Linked Modules!!Description!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|'''Scattering'''&lt;br /&gt;
|&lt;br /&gt;
*Combustion&lt;br /&gt;
*Fire Focus&lt;br /&gt;
*Earth Focus&lt;br /&gt;
|Makes bombs explode on diagonal tiles (instead of just orthogonal), but decreases bomb damage. Bomb damage penalty decreases with combat experience and module tier.&lt;br /&gt;
|0.5 + T/396 + 0.25 * (1 - 0.9^xp^0.2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Rhythm'''&lt;br /&gt;
|&lt;br /&gt;
*Super Tower&lt;br /&gt;
|Removes beat tolerance (you can input actions at any time) and allows queuing of up to 4 actions. Cannot be upgraded and is unaffected by combat experience.&lt;br /&gt;
Be warned that you '''cannot cancel queued actions in any way whatsoever''', which can oftentimes result in you walking headfirst into Cubos Jr or his attacks when queueing multiple actions consecutively. &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|'''Nuclear Enhancement'''&lt;br /&gt;
|&lt;br /&gt;
*Advanced Splash&lt;br /&gt;
*Super Multishot&lt;br /&gt;
*Solar Strike&lt;br /&gt;
|Increase bomb damage but allows bombs to damage the tower if in range of the explosion. Damage bonus increases based on combat experience and module tier.&lt;br /&gt;
|1.05 + T/1980 * 19 + 2 * (1 - 0.9^xp^0.2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Healthy Bombs'''&lt;br /&gt;
|&lt;br /&gt;
*Adaptive Regeneration&lt;br /&gt;
*Phasing&lt;br /&gt;
*Recharge&lt;br /&gt;
|Allows bomb explosions to heal the tower if hit by the explosion by a fraction of the damage dealt. Heal % amount increases based on combat experience and module tier. &amp;lt;br&amp;gt; If combined with Nuclear Enhancement, the self damage will be applied '''before''' the heal from Healthy Bombs, so you may end up killing yourself with your bombs even with a heal factor of above 100% if your bomb damage exceeds your maximum health.&lt;br /&gt;
|5 + T * 5/9 + 80 * (1 - 0.9^xp^0.25)&lt;br /&gt;
|-&lt;br /&gt;
|'''Soundproofing'''&lt;br /&gt;
|&lt;br /&gt;
*Diamond Foundation&lt;br /&gt;
*Generic Armor&lt;br /&gt;
*Advanced Shield&lt;br /&gt;
|Increase tower maximum health and damage resistance based on combat experience and module tier.&lt;br /&gt;
|Health: 1 + 19 * T/99 + 20 * (1 - 0.9^xp^0.25) &amp;lt;br&amp;gt; Resistance: 25 * T/99 + 25 * (1 - 0.9^xp^0.2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Micro Bombs'''&lt;br /&gt;
|&lt;br /&gt;
*Mjölnir&lt;br /&gt;
*Desperado&lt;br /&gt;
*Emergency Crit&lt;br /&gt;
|Allows the tower to place multiple bombs at once at the cost of reducing bomb damage. Bomb damage penalty decreases based on combat experience and module tier.&lt;br /&gt;
|Max Bombs: 1 + T/33 + log_1000(xp) &amp;lt;br&amp;gt; Damage: 0.5 + T/396 + 0.25 * (1 - 0.9^xp^0.2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Detonation'''&lt;br /&gt;
|&lt;br /&gt;
*Gravitational Impact&lt;br /&gt;
*Shockwave&lt;br /&gt;
*Molten Core&lt;br /&gt;
|Increases bomb damage at the exact center of the explosion (the enemy must be ''on top of'' the bomb as it goes off). Bomb damage bonus increases based on combat experience and module tier.&lt;br /&gt;
|1.25 + T/79.2 + 0.5 * (1 - 0.9^xp^0.25)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fight Description====&lt;br /&gt;
The fight with Cubos Jr. takes place in a large, 7x7 arena made of 49 squares. The game progresses each beat in time with the music, meaning Cubos Jr. and the tower can only move or perform an action on the beat. Cubos Jr. will move erratically, sometimes chasing the player and sometimes running around in the same area of the battlefield for a while. &lt;br /&gt;
&lt;br /&gt;
The tower can attack Cubos Jr. by dropping bombs. The tower can only have 1 bomb on field at a time (unless Micro Bombs is equipped), and bombs explode in the 5 orthogonally adjacent tiles (increased to all 9 adjacent squares with Scattering) after 3 beats. Only 1 bomb can exist on each tile, and you can only drop 1 bomb per move.&lt;br /&gt;
&lt;br /&gt;
Cubos Jr. has 2 initial attacks: an earth shockwave that hits all 9 adjacent tiles and a fire attack that hits all tiles in the 4 orthogonal directions (up, down, left &amp;amp; right). All of his attacks (including ones gained at higher tiers) have a delay of 4 beats before occurring, giving the player time to get out of the way. &lt;br /&gt;
Cubos Jr. will occasionally ignite himself and leave a trail of fire that damages the tower if they walk into it. You '''will''' take damage from colliding with Cubos Jr., so ramming facefirst into the boss is highly unadvised and will usually end in the tower’s untimely death unless you are using Healthy Bombs and can outheal Cubos Jr.’s damage.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
&lt;br /&gt;
*Tier 2: Cubos Jr. can now use a diagonal fire attack.&lt;br /&gt;
*Tier 3: Cubos Jr. can fly directly above the middle of the board before creating a ring of fire around the outer edge of the board which will damage the tower if they enter it for a while until it dissipates.&lt;br /&gt;
*Tier 5: Cubos Jr. gains a dash attack where he digs down and travels 4 squared in any direction (will not go out of bounds) before resurfacing, damaging the tower if Cubos Jr. travels through it. Attack will leave a fiery trail if Cubos Jr was ablaze during the attack.&lt;br /&gt;
*Tier 8: Cubos Jr. will now combine his orthogonal and diagonal fire attacks and use both at the same time.&lt;br /&gt;
*Tier 13: Creates a lava crack at the center of Cubos Jr.'s earth attacks. The crack can be cleared by attacking it with a bomb, but if the crack was not cleared after 30 turns it turns into a pile of lava, no longer removable, last until the end of the fight, and can damage the tower if the tower steps on it.&lt;br /&gt;
*Tier 21: Cubos Jr. will rapidly jump, creating a row of fire that travels the span of the arena, alternating from right-left to left-right every column.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achievements and artifacts&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;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory. +15% chance each victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with '''100*tier''' exotic gems and &amp;lt;code&amp;gt;10+20*(tier-1)^2&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
These cards are always equipped regardless of boss modules, and cannot be removed from the deck. ''&amp;lt;small&amp;gt;(Note: You can only use each Battery and Full Heal card once per fight as they are removed from the deck once used.)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' x2 - [Energy Cost: 50] Spawns a group of Fighters&lt;br /&gt;
*'''Battery''' x4 - [Energy Cost: 400] Increases energy regeneration and max energy&lt;br /&gt;
*'''Speed Up''' x1 - [Energy Cost: 80] Increases movement speed and attack speed of friendly units&lt;br /&gt;
*'''Redraw''' x1 - [Energy Cost: 125] Draw a random card and reduce its cost (to 0)&lt;br /&gt;
*'''Full Heal''' x1 - [Energy Cost: 250] Heals your tower back to max health&lt;br /&gt;
*'''Refresh''' x1 - [Energy Cost: 25] Fully refill your energy&lt;br /&gt;
&lt;br /&gt;
These cards are exclusive to boss modules.&lt;br /&gt;
&lt;br /&gt;
*'''Tank''' - [Energy Cost: 75] Spawns a group of Tanks&lt;br /&gt;
*'''Boss''' - [Energy Cost: 125] Spawns a Boss&lt;br /&gt;
*'''Flying''' - [Energy Cost: 150] Spawns a group of flying units&lt;br /&gt;
*'''Flying Tank''' - [Energy Cost: 200] Spawns a flying Tank&lt;br /&gt;
*'''Firestorm''' - [Energy Cost: 180] Deals damage to enemy units in radius&lt;br /&gt;
*'''Frost Nova''' - [Energy Cost: 100] Freezes enemy units in radius&lt;br /&gt;
*'''Lightning''' - [Energy Cost: 200] Damage and stun enemy units&lt;br /&gt;
*'''Void Breaker''' - [Energy Cost: 70%] Deals direct damage to Dodecai&lt;br /&gt;
*'''Toxic Ward''' - [Energy Cost: 300] Spawns a ward that damages units in its radius&lt;br /&gt;
*'''Heal Ward''' - [Energy Cost: 300] Spawns a ward that heals units in its radius&lt;br /&gt;
*'''Dummy Ward''' - [Energy Cost: 125] Spawns a ward that gets targeted by units&lt;br /&gt;
&lt;br /&gt;
These cards are given to you by Tier 13+ Dodecai, and are mostly negative. They are distinguished by a purple background.&lt;br /&gt;
&lt;br /&gt;
*'''Void''' - [Energy Cost: 20%] (Has no description, does nothing except play a puff of smoke on your tower.)&lt;br /&gt;
*'''Random''' - [Energy Cost: 50%] You never know what you're gonna get. (Uses a random card's effect.)&lt;br /&gt;
*'''Turtle''' - [Energy Cost: 10%] Baa. (Spawns a turtle unit that explodes upon contact with any unit or attack, damaging all units and tower in a small radius.)&lt;br /&gt;
*'''Thorns''' - [Energy Cost: 0] Ouch! (Damages the tower for 8% of its health.)&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Dodecai's boss modules give you more cards in your deck, and increase stats of the tower and friendly allies. You can only equip up to 3 (4 with Cyanotypes) at once.&lt;br /&gt;
!Boss Module!!Linked Modules!!Description!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Foundation'''&lt;br /&gt;
|&lt;br /&gt;
*Growth&lt;br /&gt;
*Stoneskin&lt;br /&gt;
*Marble Foundation&lt;br /&gt;
*Shield Amplifier&lt;br /&gt;
*Diamond Foundation&lt;br /&gt;
|&lt;br /&gt;
Increases the Tower's max health with combat experience and module tier. &amp;lt;br&amp;gt;&lt;br /&gt;
Adds '''Full Heal''' x6 to the deck.&lt;br /&gt;
|Max Health: floor((T + 1) * max(1, xp^0.3) 1.02^T) &amp;lt;br&amp;gt; Full Heals: 1 + min(5, floor((T + 1)/10))&lt;br /&gt;
|-&lt;br /&gt;
|'''Dense Batteries'''&lt;br /&gt;
|&lt;br /&gt;
*Conductor&lt;br /&gt;
*Moon Energy&lt;br /&gt;
*Sun Energy&lt;br /&gt;
*Refresh&lt;br /&gt;
*Super Tower 2&lt;br /&gt;
|&lt;br /&gt;
Increases the energy regeneration and max energy boost from batteries with combat experience and module tier.  &amp;lt;br&amp;gt;&lt;br /&gt;
Adds '''Refresh''' x1 to the deck.&lt;br /&gt;
|Max energy: (25 + T) * (1.01 * max(1, xp^0.01)^T &amp;lt;br&amp;gt; Energy regen: floor(1 + T/20)&lt;br /&gt;
|-&lt;br /&gt;
|'''Void Training'''&lt;br /&gt;
|&lt;br /&gt;
*Unfolding&lt;br /&gt;
*Solar Strike&lt;br /&gt;
*Generic Armor&lt;br /&gt;
*Neutral Amplifier&lt;br /&gt;
*Universal Attack&lt;br /&gt;
|&lt;br /&gt;
Increases ground unit damage and health with combat experience and module tier.  &amp;lt;br&amp;gt;&lt;br /&gt;
Adds '''Fighter''' x8, '''Tank''' x5, '''Boss''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
|(1 + T/20) * max(1, xp * (T + 1)/100)^0.2&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Magic'''&lt;br /&gt;
|&lt;br /&gt;
*Firestorm&lt;br /&gt;
*Frost Nova&lt;br /&gt;
*Lightning&lt;br /&gt;
*Dark Sacrifice&lt;br /&gt;
*Gravitational Impact&lt;br /&gt;
|&lt;br /&gt;
Increases spell damage and duration with combat experience and module tier. &amp;lt;br&amp;gt;&lt;br /&gt;
Adds '''Firestorm''' x6, '''Frost Nova''' x4, '''Lightning''' x2, and '''Void Breaker''' x2 to the deck.&lt;br /&gt;
|Damage: (1.2 + T/10) * (1 + (xp * (T + 1)/100)^0.15) &amp;lt;br&amp;gt; Duration: 1 + (T + 1)/100&lt;br /&gt;
|-&lt;br /&gt;
|'''Flying Cubes'''&lt;br /&gt;
|&lt;br /&gt;
*Air Focus&lt;br /&gt;
*Air Impetus&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Stream of Life&lt;br /&gt;
*Whirlwind Aura&lt;br /&gt;
|&lt;br /&gt;
Increases flying unit damage and health with combat experience and module tier. &amp;lt;br&amp;gt;&lt;br /&gt;
Adds '''Flying''' x4, '''Flying Tank''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
|(1 + T/5) * max(1, xp * (T + 1)/100)^0.2&lt;br /&gt;
|-&lt;br /&gt;
|'''Wards'''&lt;br /&gt;
|&lt;br /&gt;
*Dryness Aura&lt;br /&gt;
*Adaptive Regeneration&lt;br /&gt;
*Fiery Aura&lt;br /&gt;
*Magical Protection&lt;br /&gt;
*Advanced Shield&lt;br /&gt;
|&lt;br /&gt;
Increases ward damage, health, healing and duration with combat experience and module tier. &amp;lt;br&amp;gt;&lt;br /&gt;
Adds '''Toxic Ward''' x2, '''Heal Ward''' x2, and '''Dummy Ward''' x2 to the deck.&lt;br /&gt;
|&lt;br /&gt;
Damage: (1 + T/10) * max(1, xp * ((T + 1)/100)^1.5)^0.15 &amp;lt;br&amp;gt;&lt;br /&gt;
Health: (1 + T/5) * max(1, xp * (T + 1)/100)^0.2 &amp;lt;br&amp;gt;&lt;br /&gt;
Heal: 2 * (1 + T/11) * max(1, xp * (T + 1)/100)^1.5 &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 1 + (T + 1)/100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
&lt;br /&gt;
*Tier 2: Adds 2 turrets near the track to attack units, increasing by 1 for every new Ability Tier below (max. 6).&lt;br /&gt;
*Tier 3: Dodecai can now spawn Tanks and spawn barriers that damage ground units that pass through them.&lt;br /&gt;
*Tier 5: Dodecai can now spawn flying units and cast '''Speed Up''' (during daytime) and '''Frost Nova''' (during nighttime).&lt;br /&gt;
*Tier 8: Dodecai can now spawn mage units that both remove 1 energy regen each and increases the cost of spells, wards, and units in your hand while they are alive, and can cast a snaking line of cubes that will directly attack the tower after a short period of time.&lt;br /&gt;
*Tier 13: Dodecai will disrupt your hand and/or deck in a number of ways every 2 minutes, the interval decreasing every tier up to 21. The disruptions include removing the hand, replacing it with turtles, locking a card in your hand, and adding the cards of '''Thorns''', '''Void''', and '''Random'''.&lt;br /&gt;
*Tier 21: Dodecai will copy every 5th card you play. He will also use '''Void Breaker''' every few minutes after you damage him.&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;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achievements and artifacts&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;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +10% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +5% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&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;big&amp;gt;&amp;lt;big&amp;gt;Thorus&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Spell List&lt;br /&gt;
|-&lt;br /&gt;
!Category&lt;br /&gt;
!Element&lt;br /&gt;
!Spell&lt;br /&gt;
!Keys&lt;br /&gt;
!Description&lt;br /&gt;
!Energy Cost&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Heals the tower.&lt;br /&gt;
|10+3%&lt;br /&gt;
|10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
|Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
|750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Instantly cancels the current active boss ability.&lt;br /&gt;
|250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
|25+6%&lt;br /&gt;
|3*EC&lt;br /&gt;
|-&lt;br /&gt;
|Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
|3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
|400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
|25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
|2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
|250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Fires a projectile that deals damage upon arrival.&lt;br /&gt;
|30+5%&lt;br /&gt;
|250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
|Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
|1000+12%&lt;br /&gt;
|Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
|Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
|500000+9%&lt;br /&gt;
|100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
|50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
|3000+6%&lt;br /&gt;
|1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
|750000+8%&lt;br /&gt;
|1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
|20+20%&lt;br /&gt;
|10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
|Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
|900+25%&lt;br /&gt;
|10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
|Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
|300000+30%&lt;br /&gt;
|10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
|20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
|Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
|1500+25%&lt;br /&gt;
|50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
|Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
|500000+20%&lt;br /&gt;
|0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
|15+5%&lt;br /&gt;
|100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
|Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
|5000+30%&lt;br /&gt;
|0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
|Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
|1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
|100+25%&lt;br /&gt;
|0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
|19000+70%&lt;br /&gt;
|5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
|Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
|1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
|400000+45%&lt;br /&gt;
|30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
|Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
|9000000+55%&lt;br /&gt;
|50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
|Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
|50000000+80%&lt;br /&gt;
|175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus(final)&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achievements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''&amp;lt;big&amp;gt;Artifacts&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''None Currently'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Achievements&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Jack Of All Trades''' - Each unequipped boss module receives 5% of the total combat experience gained at the end of a fight&lt;br /&gt;
*'''Public Training''' - Increases the combat experience gained at the end of a fight by 0.1% per town level.&lt;br /&gt;
*'''Power Stack''' - Defeating the first tier of a boss for the very first time permanently multiplies your tower testing damage by 3 and divides incoming damage by the amount (in form of generic resistance).&lt;br /&gt;
*'''Trialforged''' - Decreases the base conversion rate for each newly defeated boss tier by 5% (multiplicatively) across all bosses. Works retroactively for defeated boss tiers. Caps at a reduction rate of 90%.&lt;br /&gt;
*'''Divine Gamble''' - Grants a 10% chance to deal 2x damage to any of the first four bosses. This chance increases by +0.1% for every order of magnitude of unspent Statue of Cubos resources (starting at 1, increasing gradually until the next bonus is reached at 10, 100, and so on).&lt;br /&gt;
*'''Second Chance''' - Allows the tower to block potentially lethal damage once per fight.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Eternal Conflict''' ({{Number|250|icon=[[File:Exotic gem.png|20px]]}}) - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.&lt;br /&gt;
*'''Cyanotypes''' ({{Number|1500|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to take one additional boss module into boss fights.&lt;br /&gt;
*'''Victory Boost''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's health, shield, and generic damage by 50% for each defeated boss tier up to 25. Beyond that, each additional tier grants 1%. This bonus stacks additively per boss, but multiplies with bonuses from other bosses.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=3892</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=3892"/>
		<updated>2026-01-05T05:34:35Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: more fixes to statistics, verified with ingame files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers increase the inventory size by 6 per tier.&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;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Category Name&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |# Required to Unlock Stone&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|1||2||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
!Time Played&lt;br /&gt;
|8h||24h||72h||120h||168h||240h&lt;br /&gt;
|Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
!Total Gems Collected&lt;br /&gt;
|100||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
!Total Resources&lt;br /&gt;
|1e4||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
!Factory: Shards Refined&lt;br /&gt;
|1e4||1e6||1e8||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
!Factory: Resources Produced&lt;br /&gt;
|1000||1e5||1e7||1e9||1e11||1e13&lt;br /&gt;
|-&lt;br /&gt;
!Power Plant: Total Power Produced&lt;br /&gt;
|1e6||1e8||1e9||1e11||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
!Shipyard: Resources Earned&lt;br /&gt;
|1e6||1e8||5e9||5e11||2.5e12||1e13&lt;br /&gt;
|-&lt;br /&gt;
!Arcade: Coins Earned&lt;br /&gt;
|100||1000||5000||1e4|| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Cylindro Defeated&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |1|| rowspan=&amp;quot;5&amp;quot; |2|| rowspan=&amp;quot;5&amp;quot; |3|| rowspan=&amp;quot;5&amp;quot; |4|| rowspan=&amp;quot;5&amp;quot; |5|| rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
!Pyramidas Defeated&lt;br /&gt;
|-&lt;br /&gt;
!Cubos Jr. Defeated&lt;br /&gt;
|-&lt;br /&gt;
!Dodecai Defeated&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Thorus&amp;lt;/spoiler&amp;gt; Defeated&lt;br /&gt;
|-&lt;br /&gt;
!Perfect Space: Highscore&lt;br /&gt;
|1000||5000||1e4|| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
!Enemies Destroyed&lt;br /&gt;
|1e4||5e5||7e6||9e7||2e8||4e8&lt;br /&gt;
|-&lt;br /&gt;
!Mine: Layers Generated&lt;br /&gt;
|100||500||1000||2000||1e4||2.5e4&lt;br /&gt;
|-&lt;br /&gt;
!Mine: Tiles Uncovered&lt;br /&gt;
|1600||8000||1.6e4||3.2e4||2e5||4e5&lt;br /&gt;
|-&lt;br /&gt;
!Trading Post: Total Times Traded&lt;br /&gt;
|15||50||120||300||700||2000&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Infinity Stones&amp;lt;/spoiler&amp;gt;: Times Used&lt;br /&gt;
|10||25||50||100||200||500&lt;br /&gt;
|-&lt;br /&gt;
!Tower Destoryed&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|No power stone slots, just a statistic.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Regions/Difficulties to era&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |18&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |36&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |54&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |72&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |90&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Regions/Difficulties to era&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Modules Unlocked&lt;br /&gt;
|10%||20%||40%||60%||80%||100%&lt;br /&gt;
|Scales with max. module count, ignoring legendaries, numbers floor down&lt;br /&gt;
|-&lt;br /&gt;
!Challenges Completed&lt;br /&gt;
|2||6||12||30||60||90&lt;br /&gt;
|-&lt;br /&gt;
!Normal Mode Completed&lt;br /&gt;
|6||18||36||54||72||90&lt;br /&gt;
|The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
!Artifacts Researched&lt;br /&gt;
|2||7||12|| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|Scales with max. artifact count(?)&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is different&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available.&lt;br /&gt;
&lt;br /&gt;
The offshore market has the ability to sell any tier power stone up to the cap of 50 with the cost being 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much).&lt;br /&gt;
&lt;br /&gt;
*'''Stock:'''&lt;br /&gt;
&lt;br /&gt;
At any given time, there is a minumum of 5 different power stones available. This is increased by spending exotic gems the cost being 3200*2&amp;lt;sup&amp;gt;bought upgrades&amp;lt;/sup&amp;gt;up to a cap of 10 stones. The element and tier of the stones is based on your set preferences and is refreshed every hour; this timer can be sped up by employing [[Power Plant]] boosts.&lt;br /&gt;
&lt;br /&gt;
*'''Preferences:'''&lt;br /&gt;
&lt;br /&gt;
Preferences can be set for both what elements appear and what tier they appear at. Element preferences will enable/disable the selected elements from appearing.Tier preferences will limit the tier of stones to (preference - 10) up to (preference) although the cap is also forced at your maximum crafted stone tier.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills or skipped outright by spending gems.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Antique Economy''' - Reduces the conversion rate of the Museum by 4000 for each tier of the Museum.&lt;br /&gt;
*'''Research Funding''' - Decreases the research costs of all artifacts by 15% for each tier of the Museum.&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the Museum. Unlocks instant research with gems.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Primordial Power''' - Increases Power Stone resource boost by 1%*total Power Stone tier inside the loadout instead of 1% per Power Stone.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the average tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 8 stones of each element.)&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
*'''Ancient Potency''' ({{Number|1000|icon=[[File:Exotic gem.png|20px]]}}) - Power Stone tier is increased by 1 for every 10 town level when calculating boosts.&lt;br /&gt;
*'''Artifact Replica''' ({{Number|1200|icon=[[File:Exotic gem.png|20px]]}}) - Artifacts are counted twice for &amp;quot;per researched artifact&amp;quot; effects.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Construction_Firm&amp;diff=3891</id>
		<title>Construction Firm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Construction_Firm&amp;diff=3891"/>
		<updated>2026-01-05T05:22:21Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: fixed construction costs and times&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=60|Image=Constructionfirm.png|Color=Brown|ColorCode=brown}}&lt;br /&gt;
[[File:Brown resource.png|left]]&lt;br /&gt;
The '''Construction Firm''' is a building that you use to build and upgrade town buildings.&lt;br /&gt;
[[File:ConstructionFirmExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the construction firm unlocks more buildings to construct.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
There is a list of buildings, each costs a certain amount of brown resources and take a certain amount of time. At the start, there are tutorial arrows that show how to use the construction firm. &lt;br /&gt;
&lt;br /&gt;
When constructing a building, or upgrading a building, they are closed and not active/usable, except the construction firm itself. Cancelling a construction project refunds ONLY the brown resources. Gems used in construction are lost.&lt;br /&gt;
&lt;br /&gt;
When constructing a building or upgrading one, they get covered in different shaded brown cubes to show that the building is being worked on. &lt;br /&gt;
&lt;br /&gt;
Once having a T6 Construction Firm, Beacons are unlocked, which boost a certain stat (Damage, Resistance or Resource Drops) by 1%/Tier. Beacons have a maximum Tier of 600. Power beacon costs &amp;lt;code&amp;gt;250000 * 3&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;, Defense beacon - &amp;lt;code&amp;gt;200000 * 3&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;, Wealth beacon - &amp;lt;code&amp;gt;150000 * 2.5&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrade cost==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The upgrade cost of buildings in brown resources.&lt;br /&gt;
!level&lt;br /&gt;
!Construction Firm&lt;br /&gt;
!Workshop&lt;br /&gt;
!Headquarters&lt;br /&gt;
!Mine&lt;br /&gt;
!Factory&lt;br /&gt;
!Laboratory&lt;br /&gt;
!Power Plant&lt;br /&gt;
!Arcade&lt;br /&gt;
!Trading Post&lt;br /&gt;
!Museum&lt;br /&gt;
!Statue of Cubos&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Beacon of Defense&lt;br /&gt;
!Beacon of Power&lt;br /&gt;
!Beacon of Wealth&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|250&lt;br /&gt;
|1000&lt;br /&gt;
|7500&lt;br /&gt;
|125000&lt;br /&gt;
|5000&lt;br /&gt;
|125000&lt;br /&gt;
|1250000&lt;br /&gt;
|500000&lt;br /&gt;
|200000*x^3&lt;br /&gt;
|250000*x^3&lt;br /&gt;
|150000*x^2.5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|500&lt;br /&gt;
|250&lt;br /&gt;
|800&lt;br /&gt;
|1250&lt;br /&gt;
|2000&lt;br /&gt;
|27500&lt;br /&gt;
|100000&lt;br /&gt;
|2500000&lt;br /&gt;
|60000&lt;br /&gt;
|3000000&lt;br /&gt;
|50000000&lt;br /&gt;
|7500000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|25000&lt;br /&gt;
|2000&lt;br /&gt;
|6000&lt;br /&gt;
|5000&lt;br /&gt;
|12500&lt;br /&gt;
|125000&lt;br /&gt;
|375000&lt;br /&gt;
|200000000&lt;br /&gt;
|250000&lt;br /&gt;
|15000000&lt;br /&gt;
|750000000&lt;br /&gt;
|500000000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|100000&lt;br /&gt;
|15000&lt;br /&gt;
|75000&lt;br /&gt;
|60000&lt;br /&gt;
|60000&lt;br /&gt;
|1000000&lt;br /&gt;
|50000000&lt;br /&gt;
|240000000&lt;br /&gt;
|1000000&lt;br /&gt;
|50000000&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500000&lt;br /&gt;
|75000&lt;br /&gt;
|450000&lt;br /&gt;
|250000&lt;br /&gt;
|250000&lt;br /&gt;
|12500000&lt;br /&gt;
|125000000&lt;br /&gt;
| -&lt;br /&gt;
|22500000&lt;br /&gt;
|750000000&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2500000&lt;br /&gt;
|225000&lt;br /&gt;
|2500000&lt;br /&gt;
|1500000&lt;br /&gt;
|750000&lt;br /&gt;
|75000000&lt;br /&gt;
|300000000&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|800000&lt;br /&gt;
|75000000&lt;br /&gt;
|5500000&lt;br /&gt;
|2250000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|1550000&lt;br /&gt;
|500000000&lt;br /&gt;
|11000000&lt;br /&gt;
|5000000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
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| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|5000000&lt;br /&gt;
| -&lt;br /&gt;
|18500000&lt;br /&gt;
|21500000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|1500000&lt;br /&gt;
| -&lt;br /&gt;
|27500000&lt;br /&gt;
|55000000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|11&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|5000000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|12500000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Construction Times==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The construction times of buildings in seconds.&lt;br /&gt;
!level&lt;br /&gt;
!Construction Firm&lt;br /&gt;
!Workshop&lt;br /&gt;
!Headquarters&lt;br /&gt;
!Mine&lt;br /&gt;
!Factory&lt;br /&gt;
!Laboratory&lt;br /&gt;
!Power Plant&lt;br /&gt;
!Arcade&lt;br /&gt;
!Trading Post&lt;br /&gt;
!Museum&lt;br /&gt;
!Statue of Cubos&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Beacon of Defense&lt;br /&gt;
!Beacon of Power&lt;br /&gt;
!Beacon of Wealth&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|30&lt;br /&gt;
|90&lt;br /&gt;
|120&lt;br /&gt;
|200&lt;br /&gt;
|300&lt;br /&gt;
|600&lt;br /&gt;
|360&lt;br /&gt;
|600&lt;br /&gt;
|3600&lt;br /&gt;
|600&lt;br /&gt;
|3600+3600x&lt;br /&gt;
|3600+3600x&lt;br /&gt;
|2000+800x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|240&lt;br /&gt;
|180&lt;br /&gt;
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|10800&lt;br /&gt;
|6000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|720&lt;br /&gt;
|300&lt;br /&gt;
|3600&lt;br /&gt;
|260&lt;br /&gt;
|450&lt;br /&gt;
|1800&lt;br /&gt;
|2700&lt;br /&gt;
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|2700&lt;br /&gt;
|3600&lt;br /&gt;
|25200&lt;br /&gt;
|60000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1800&lt;br /&gt;
|540&lt;br /&gt;
|7200&lt;br /&gt;
|450&lt;br /&gt;
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|3600&lt;br /&gt;
|9600&lt;br /&gt;
|180000&lt;br /&gt;
|9600&lt;br /&gt;
|12000&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|5&lt;br /&gt;
|4000&lt;br /&gt;
|780&lt;br /&gt;
|10800&lt;br /&gt;
|600&lt;br /&gt;
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|6000&lt;br /&gt;
|18000&lt;br /&gt;
| -&lt;br /&gt;
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|50000&lt;br /&gt;
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|8000&lt;br /&gt;
|1000&lt;br /&gt;
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|7&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|1500&lt;br /&gt;
|30000&lt;br /&gt;
|1200&lt;br /&gt;
|4800&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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|8&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|3600&lt;br /&gt;
|48000&lt;br /&gt;
|2000&lt;br /&gt;
|6000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|9&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|4200&lt;br /&gt;
| -&lt;br /&gt;
|3000&lt;br /&gt;
|12000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|6000&lt;br /&gt;
| -&lt;br /&gt;
|5000&lt;br /&gt;
|15000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|11&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|7200&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|12&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|9000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
==Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The tier requirements for buildings.&lt;br /&gt;
!level&lt;br /&gt;
!Construction Firm&lt;br /&gt;
!Workshop&lt;br /&gt;
!Headquarters&lt;br /&gt;
!Mine&lt;br /&gt;
!Factory&lt;br /&gt;
!Laboratory&lt;br /&gt;
!Power Plant&lt;br /&gt;
!Arcade&lt;br /&gt;
!Trading Post&lt;br /&gt;
!Museum&lt;br /&gt;
!Statue of Cubos&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Beacon of Defense&lt;br /&gt;
!Beacon of Power&lt;br /&gt;
!Beacon of Wealth&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
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|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
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|0&lt;br /&gt;
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|1&lt;br /&gt;
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|7&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|4&lt;br /&gt;
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|5&lt;br /&gt;
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|5&lt;br /&gt;
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|5&lt;br /&gt;
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|6&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|6&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Fast Construction''' - Increases the construction speed of all buildings by 20% for each tier of the construction firm.&lt;br /&gt;
*'''Cheap Materials''' - Decreases the construction cost of all buildings by 10% for each tier of the construction firm.&lt;br /&gt;
*'''Magic Workers''' - Allows you to instantly finish an active construction project by using an exotic gem.&lt;br /&gt;
*'''Offline Construction''' - Allows the construction firm to construct buildings at 200% of the original speed while the game is closed. Without this skill the construction firm continues at 100% while the game is closed.&lt;br /&gt;
*'''Construction Boost''' - Enables you the ability to pay 4 gems per remaining second to instantly finish the current construction.&lt;br /&gt;
*'''Efficiency''' - Decreases the conversion rate from 60 to 40.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Construction Queue''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to queue up 2 buildings (3 if construction firm is maximized) Which are then automatically constructed one after another.&lt;br /&gt;
*'''Security Measures''' ({{Number|2|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to use buildings while they are being constructed.&lt;br /&gt;
*'''Battle Engineers''' ({{Number|10|icon=[[File:Exotic gem.png|20px]]}}) - Triples the construction speed while a round is active. Works for all gamemodes as long as the tower is alive and the round-over-screen is not visible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=3890</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=3890"/>
		<updated>2026-01-05T05:13:26Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: adds new statistics to the museum and fixes values of boss kill statistics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers increase the inventory size by 6 per tier.&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;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Category Name&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |# Required to Unlock Stone&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|1||2||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
!Time Played&lt;br /&gt;
|8h||24h||72h||120h||168h||240h&lt;br /&gt;
|Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
!Total Gems Collected&lt;br /&gt;
|100||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
!Total Resources&lt;br /&gt;
|1e4||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
!Factory: Shards Refined&lt;br /&gt;
|1e4||1e6||1e8||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
!Factory: Resources Produced&lt;br /&gt;
|1000||1e5||1e7||1e9||1e11||1e13&lt;br /&gt;
|-&lt;br /&gt;
!Power Plant: Total Power Produced&lt;br /&gt;
|1e6||1e8||1e9||1e11||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
!Shipyard: Resources Earned&lt;br /&gt;
|1e6||1e8||5e9||5e11||2.5e12||1e13&lt;br /&gt;
|-&lt;br /&gt;
!Arcade: Coins Earned&lt;br /&gt;
|100||1000||5000||1e4|| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Cylindro Defeated&lt;br /&gt;
|1||2||3||4||5||&lt;br /&gt;
|Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
!Pyramidas Defeated&lt;br /&gt;
|1||2||3||4||5||&lt;br /&gt;
|Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
!Cubos Jr. Defeated&lt;br /&gt;
|1||2||3||4||5||&lt;br /&gt;
|Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
!Dodecai Defeated&lt;br /&gt;
|1||2||3||4||5||&lt;br /&gt;
|Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Thorus&amp;lt;/spoiler&amp;gt; Defeated&lt;br /&gt;
|1||2||3||4||5||&lt;br /&gt;
|Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
!Perfect Space: Highscore&lt;br /&gt;
|100||1000||1e4|| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
!Enemies Destroyed&lt;br /&gt;
|1e4||5e5||7e6||9e7||2e8||4e8&lt;br /&gt;
|-&lt;br /&gt;
!Mine: Layers Generated&lt;br /&gt;
|100||500||1000||2000||1e4||2.5e4&lt;br /&gt;
|-&lt;br /&gt;
!Mine: Tiles Uncovered&lt;br /&gt;
|1600||8000||1.6e4||3.2e4||2e5||4e5&lt;br /&gt;
|-&lt;br /&gt;
!Trading Post: Total Times Traded&lt;br /&gt;
|15||50||120||300||700||2000&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Infinity Stones&amp;lt;/spoiler&amp;gt;: Times Used&lt;br /&gt;
|10||25||50||100||200||500&lt;br /&gt;
|-&lt;br /&gt;
!Modules Unlocked&lt;br /&gt;
|10%||20%||40%||60%||80%||100%&lt;br /&gt;
|Scales with max. module count, ignoring legendaries, numbers floor down&lt;br /&gt;
|-&lt;br /&gt;
!Challenges Completed&lt;br /&gt;
|2||6||12||30||60||90&lt;br /&gt;
|-&lt;br /&gt;
!Normal Mode Completed&lt;br /&gt;
|6||18||36||54||72||90&lt;br /&gt;
|The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Regions/Difficulties to era&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|6&lt;br /&gt;
|18&lt;br /&gt;
|36&lt;br /&gt;
|54&lt;br /&gt;
|72&lt;br /&gt;
|90&lt;br /&gt;
|Guessed to be the same as normal modes.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;spoiler&amp;gt;Regions/Difficulties to era&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|6&lt;br /&gt;
|18&lt;br /&gt;
|36&lt;br /&gt;
|54&lt;br /&gt;
|72&lt;br /&gt;
|90&lt;br /&gt;
|Guessed to be the same as normal modes.&lt;br /&gt;
|-&lt;br /&gt;
!Artifacts Researched&lt;br /&gt;
|2||7||12|| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|Scales with max. artifact count(?)&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is different&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available.&lt;br /&gt;
&lt;br /&gt;
The offshore market has the ability to sell any tier power stone up to the cap of 50 with the cost being 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much).&lt;br /&gt;
&lt;br /&gt;
*'''Stock:'''&lt;br /&gt;
&lt;br /&gt;
At any given time, there is a minumum of 5 different power stones available. This is increased by spending exotic gems the cost being 3200*2&amp;lt;sup&amp;gt;bought upgrades&amp;lt;/sup&amp;gt;up to a cap of 10 stones. The element and tier of the stones is based on your set preferences and is refreshed every hour; this timer can be sped up by employing [[Power Plant]] boosts.&lt;br /&gt;
&lt;br /&gt;
*'''Preferences:'''&lt;br /&gt;
&lt;br /&gt;
Preferences can be set for both what elements appear and what tier they appear at. Element preferences will enable/disable the selected elements from appearing.Tier preferences will limit the tier of stones to (preference - 10) up to (preference) although the cap is also forced at your maximum crafted stone tier.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills or skipped outright by spending gems.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Antique Economy''' - Reduces the conversion rate of the Museum by 4000 for each tier of the Museum.&lt;br /&gt;
*'''Research Funding''' - Decreases the research costs of all artifacts by 15% for each tier of the Museum.&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the Museum. Unlocks instant research with gems.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Primordial Power''' - Increases Power Stone resource boost by 1%*total Power Stone tier inside the loadout instead of 1% per Power Stone.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the average tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 8 stones of each element.)&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
*'''Ancient Potency''' ({{Number|1000|icon=[[File:Exotic gem.png|20px]]}}) - Power Stone tier is increased by 1 for every 10 town level when calculating boosts.&lt;br /&gt;
*'''Artifact Replica''' ({{Number|1200|icon=[[File:Exotic gem.png|20px]]}}) - Artifacts are counted twice for &amp;quot;per researched artifact&amp;quot; effects.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=3889</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=3889"/>
		<updated>2026-01-05T05:04:48Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: adds new exotic skills, fixes skills, fixes legendary module information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
[[File:Blue resource.png|left]]&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;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
{{clear|left}}&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;
{{See also|Modules}}&lt;br /&gt;
&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. FULL acts the same as max except it prevents modules from being upgraded partially through a tier. ALL upgrades selected modules with the chosen buy settings.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to level 100 at the base tier, except for certain Modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your module will be at the level you upgraded them to in the workshop when you start a new Tower Testing session. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of&lt;br /&gt;
400, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional module tiers are unlocked at higher [[Military Tier|military tiers]] inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases the static effect of the module. &lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250, special modules cap at tier 1.&lt;br /&gt;
&lt;br /&gt;
There are six 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 an economic benefit, or a complimentary 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 the laboratory or by beating difficult challenges.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that have special attributes and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
Very very rare modules, usually easter eggs and supporter modules, this category is hidden until you obtain one legendary module. &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 6 categories.&lt;br /&gt;
&lt;br /&gt;
===Toggleable Modules===&lt;br /&gt;
Togggleable Modules are very similar to active modules, they are a sub-category of active modules, they act similarly to active and passive (non active) modules. They sometimes cost energy to have toggled or may have a price for switching states, they can be of any of the 6 categories.&lt;br /&gt;
&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;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Synergy''' - Increases the total damage output of the tower by 10% for each offensive module inside your blueprint (additive to itself, multiplicative to other factors).&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Reforge''' - Increases the total damage resistance of the tower against any incoming damage type by 6% for each defensive module inside your blueprint (additive to itself). Capped at 90%&lt;br /&gt;
*'''Examination''' - Increases xp (tower testing) drop during tower testing by 50%.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Treasure Map''' ({{Number|1|icon=[[File:Exotic gem.png|20px]]}}) - Clicking on the module icon in the top left corner of the region preview displays the drop chances for all remaining modules of the selected region.&lt;br /&gt;
*'''Public Quests''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the town resource drop factor in tower testing by 5% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the workshop&lt;br /&gt;
*'''Arsenal''' ({{Number|4|icon=[[File:Exotic gem.png|20px]]}}) - Increases the resource drop rate during tower testing by 2% for each unlocked module.&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=3888</id>
		<title>Trading Post</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=3888"/>
		<updated>2026-01-05T04:47:36Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: added quality goods skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=6000|Image=Tradingpost.png|Color=Columbia Blue|ColorCode=#90DAFF}}&lt;br /&gt;
[[File:Lightblue resource.png|left]]&lt;br /&gt;
The '''Trading Post''' is a building used to exchange cubes.&lt;br /&gt;
[[File:TradePostScreen.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Trading==&lt;br /&gt;
Trading deals appear at the right side of the screen, requesting a random amount of a certain resource and giving a randomly chosen resource in return at equal value. Successful trades are then removed from the list. Every hour (The timer is at the top left of the menu) the trading deals are reset.&lt;br /&gt;
&lt;br /&gt;
==Upgrades and Crates==&lt;br /&gt;
&lt;br /&gt;
With rework of trading post, some upgrades and crates added to trading post. Whenever you do a trade, you gain crates. Whenever you upgrade anything, you get a boost based on your crates (for example if you max factory producer boost, you get '''crate amount^1''' of producer boost)&lt;br /&gt;
&lt;br /&gt;
==Trading Rewards==&lt;br /&gt;
Here is a list of the rewards trading post can provide.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Max upgrade!!Effect formula (lvl X)!!Effect formula (lvl 1)!!Effect formula (lvl max)!!Unlock condition&lt;br /&gt;
|-&lt;br /&gt;
|Tower - Resource Drop Bonus||13||Log&amp;lt;sub&amp;gt;8.5-0.5X&amp;lt;/sub&amp;gt;'''Crates'''||Log&amp;lt;sub&amp;gt;8&amp;lt;/sub&amp;gt;'''Crates'''||Log&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
|Tower - Hitpoints Bonus||9||'''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Tower - Shield Bonus||9||'''Crates'''&amp;lt;sup&amp;gt;0.07+0.07X&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.14&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Factory - Production Bonus Resources||19||'''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Factory - Production Bonus Gems||21||Log&amp;lt;sub&amp;gt;52-2X&amp;lt;/sub&amp;gt;'''Crates'''||Log&amp;lt;sub&amp;gt;50&amp;lt;/sub&amp;gt;'''Crates'''||Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
|Factory - Production Bonus Exotic Gems||21||Log&amp;lt;sub&amp;gt;524288000/(2^X)&amp;lt;/sub&amp;gt;'''Crates'''||Log&amp;lt;sub&amp;gt;262144000&amp;lt;/sub&amp;gt;'''Crates'''||Log&amp;lt;sub&amp;gt;250&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard - Shipment Bonus Resources||40||'''Crates'''&amp;lt;sup&amp;gt;0.06+0.03X&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.09&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;1.26&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard - Shipment Bonus Gems||40||'''Crates'''&amp;lt;sup&amp;gt;0.03+0.015X&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.045&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.63&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard - Shipment Bonus Exotic Gems||40||'''Crates'''&amp;lt;sup&amp;gt;0.0025X&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.0025&amp;lt;/sup&amp;gt;||'''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt;||Exotic Skill (Shipyard) - Armored Cargo Bay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a bonus doesn't apply if there's no level invested in it, or the bonus is below 1x(which may happen to the bonus that use log)&lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Every tier allows more trading deals to show up on the trade board. &lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
*'''Quality Goods''' - Increases the minimum crate multiplier for newly generated trade offers from 0.5 to 0.75.&lt;br /&gt;
*'''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
*'''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
*'''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
*'''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Bargaining''' ({{Number|35|icon=[[File:Exotic gem.png|20px]]}}) - Increases the conversion rate by an additional 10%.&lt;br /&gt;
*'''Hyper Trade''' ({{Number|75|icon=[[File:Exotic gem.png|20px]]}}) - Provides a chance equal to your trading amount percentage to perform a hyper trade which multiplies your crate reward between 2 and 10 depending on your trading amount percentage. (Low trading percentage equals higher multiplier. Hyper trade is indicated by falling crates in the background.)&lt;br /&gt;
*'''Experienced Merchant''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Increases the conversion rate based on your total amount of trades statistic. (Formula: Log10(x)&amp;lt;sup&amp;gt;1.2&amp;lt;/sup&amp;gt;% where &amp;quot;x&amp;quot; represents your trades. Log10(0) = 1 in this case.)&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=3887</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=3887"/>
		<updated>2026-01-05T04:44:41Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: added 1.0 changes to the shipyard upgrades and added new exotic skills&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;
[[File:Cyan resource.png|left]]&lt;br /&gt;
The '''Shipyard''' is a building where you can send ships out to gather resources.&lt;br /&gt;
[[File:Shipyard2.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Weather==&lt;br /&gt;
Weather is a modifier to the resource gain of your shipments.&lt;br /&gt;
&lt;br /&gt;
Weather changes over time, except when you start a mission, then weather stays the same until you collect the shipment.&lt;br /&gt;
&lt;br /&gt;
The effect of weather is affected by certain upgrades.&lt;br /&gt;
&lt;br /&gt;
If you have bad weather, then it's advisable to wait until the weather changes, or consider restarting a shipment if the weather has improved shortly after it starts.&lt;br /&gt;
&lt;br /&gt;
==Shipments==&lt;br /&gt;
You can send your ship out to gather shipments.&lt;br /&gt;
&lt;br /&gt;
Every time you collect a shipment, your reward bonus is increased by increasing shipment number by 1, which additively increases the reward bonus by your bonus/shipment percentage.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your bonus modifier per shipment, which recalculates you reward bonus by multiplying shipment number by the new percentage bonus. &lt;br /&gt;
&lt;br /&gt;
There are 6 options for shipments&lt;br /&gt;
&lt;br /&gt;
*'''5 minutes:''' White Resources&lt;br /&gt;
*'''15 minutes:''' Orange Resources, Brown Resources, and Red Resources&lt;br /&gt;
*'''60 minutes:''' Green Resources, Blue Resources, and Purple Resources&lt;br /&gt;
*'''4 hours:''' Yellow Resources, Light Blue Resources, and Pink Resources&lt;br /&gt;
*'''8 hours:''' Cyan Resources, Gray Resources, and Black Resources&lt;br /&gt;
*'''24 hours:''' Gems, and Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
==Sea miles==&lt;br /&gt;
As long as your ships are out making shipments, they are gaining sea miles. Unlike shipments, this gain happens continuously, regardless of if the shipment completes.&lt;br /&gt;
&lt;br /&gt;
The formula for sea mile gain is &amp;lt;code&amp;gt;0.0002 / sec. * ShipmentConstant&amp;lt;/code&amp;gt; (which is 1 for 5 min. shipment, 2 for 15 min., 3 for 1 hour, etc.) and the skill raises the shipment constant to the power of 1.2. So with the skill, a 24-hour shipment has a constant of ~8.59, and is that much better than doing 5-min shipments.&lt;br /&gt;
&lt;br /&gt;
Like everything else in the Shipyard, sea mile gain is affected by the [[Power Plant]].&lt;br /&gt;
&lt;br /&gt;
Sea miles earn you the following '''Milestones''': &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Miles!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Freshwaters&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 10%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Third Mate&lt;br /&gt;
|Unlocks temperature forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Offshore&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 25%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Second Mate&lt;br /&gt;
|Unlocks wind forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Dead Sea&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 30%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|100||Engineers Island||Increases production from resource producers in the factory (excluding gem and exotic gems) by 1% per shipment.&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|First Mate&lt;br /&gt;
|Unlocks humidity forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|250||High Seas&lt;br /&gt;
|Multiplies resource rewards from shipments (excluding gems and exotic gems) with your town level.&lt;br /&gt;
|-&lt;br /&gt;
|500&lt;br /&gt;
|Cave Islands&lt;br /&gt;
|Increases all mining resource rewards (town resources, shards and gems) by 1% per sea mile.&lt;br /&gt;
|-&lt;br /&gt;
|1250&lt;br /&gt;
|Atlantic Ocean&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 100%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|5000&lt;br /&gt;
|Pacific Ocean&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 200%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|15000&lt;br /&gt;
|Sea Bear&lt;br /&gt;
|Increases resource drops from enemies during tower testing by 1% per sea mile.&lt;br /&gt;
|-&lt;br /&gt;
|27500&lt;br /&gt;
|Atlantis&lt;br /&gt;
|Each shipment increases all mining rewards (town resources, shards and gems) by 100% (additive with itself)&lt;br /&gt;
|-&lt;br /&gt;
|50000&lt;br /&gt;
|Mariana Trench&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 400%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|100000&lt;br /&gt;
|Sea Lion&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 5% per sea mile. (additive with itself)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades can be bought to provide bonus to shipment reward.&lt;br /&gt;
&lt;br /&gt;
===Shipment Rewards Upgrades===&lt;br /&gt;
&lt;br /&gt;
*Improved decks (Max. 500 levels): Increase the reward bonus per shipment by 0.05%.&lt;br /&gt;
&lt;br /&gt;
That means, multiply the resource gain by x(1+0.05%*upgrades*shipments)&lt;br /&gt;
&lt;br /&gt;
===Weather Effects===&lt;br /&gt;
&lt;br /&gt;
*Bigger sails (Max. 100 levels): Increase the weather exponent by 2%.&lt;br /&gt;
*Stronger keel (Max. 50 levels): Increase the weather exponent by 3%.&lt;br /&gt;
*Reinforced hull (Max. 20 levels): Increase the weather exponent by 5%.&lt;br /&gt;
&lt;br /&gt;
Each weather effect upgrades stack additive with itself, but different weather upgrade stack multiplicative.&lt;br /&gt;
&lt;br /&gt;
Note that the power effect also apply to weather debuffs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sturdy Decks''' - Reduces the effects of bad weather by 50%&lt;br /&gt;
*'''Precious Freight''' - Applies the shipment bonus to regular gems at a reduced rate of x^0.5.&lt;br /&gt;
*'''Trade Leverage''' - Reduces the base conversion rate of the shipyard by 1 per actual shipment performed. Multipliers to shipments do not apply in this case. Caps out at 9000 shipments.&lt;br /&gt;
*'''Advanced Navigation''' - By taking longer shortcuts each shipment will yield more sea miles. Raises the seamile multiplier to the power of 1.2 for all shipments that take longer than 5 minutes total.&lt;br /&gt;
*'''Priority Manifest''' - Raises priority for gem and exotic gem shipments, reducing their shipment time by 50%&lt;br /&gt;
*'''Cartography''' - Increases the sea miles gained over time by 33.333% for each tier of the shipyard.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Armored Cargo Bay''' ({{Number|35|icon=[[File:Exotic gem.png|20px]]}}) - Applies the shipment bonus to exotic gems at a reduced rate of x^0.2 by reinforcing the bulkheads of all ships.&lt;br /&gt;
*'''Shipping Fleet''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the base Shipment count by +100% in formulas involving the shipment count.&lt;br /&gt;
*'''Import Taxes''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - Raises the resource shipment rewards to the power of {{Math|1.1 + 0.01*log10(Number of Shipments)}}.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3886</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3886"/>
		<updated>2026-01-05T04:31:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: Added text about upgrading contracts, added the 1.0 contracts, fixed server information for 24 servers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 (3 with the Extra Servers skill) extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The resource drop bonus can be upgraded by spending resources. The bonus increases by 0.03 per upgrade level.&lt;br /&gt;
&lt;br /&gt;
MT13:&amp;lt;spoiler&amp;gt;In MT13, contracts also boost Fragments. This bonus can be upgraded by spending Exotic Gems. The bonus increases by 0.01 per upgrade level.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Unequalizer===&lt;br /&gt;
Conditions: Use an unequal count of offensive, defensive, and utility [[modules]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Utilitarian===&lt;br /&gt;
Conditions: Use more utility [[modules]] than ultimate modules, and use at least one ultimate module.&lt;br /&gt;
&lt;br /&gt;
===Communicator===&lt;br /&gt;
Conditions: Use at least 3 modules with the '''#Community''' tag.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 24 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|2}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e4}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e5}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|18||{{number|1e17}}&lt;br /&gt;
|-&lt;br /&gt;
|19||{{number|1e18}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{number|1e19}}&lt;br /&gt;
|-&lt;br /&gt;
|21||{{number|1e20}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{number|1e21}}&lt;br /&gt;
|-&lt;br /&gt;
|23||{{number|1e22}}&lt;br /&gt;
|-&lt;br /&gt;
|24||{{number|1e23}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 24 servers) is 32.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 2}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|50}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|250}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|1250}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|6250}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|31250}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|156250}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|781250}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|3.906e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|1.9531e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|9.7656e7}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|4.88e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|2.441e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|1.2207e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|6.1035e10}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|3.05e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|1.526e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|7.629e12}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|3.8147e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|1.907e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 2 servers) is 26.39 PB, which allows a budget of 10100.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; * 2.5e7)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|1.5e8}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|9e8}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|5.4e9}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|3.24e10}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|1.944e11}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|1.166e12}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|6.998e12}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|4.199e13}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|2.519e14}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.512e15}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|9.07e15}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|5.442e16}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|3.265e17}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.959e18}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|1.175e19}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|7.053e19}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|4.232e20}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|2.539e21}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.523e22}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|9.14e22}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases eras skipped by 25%. +5% extra per difficulty with a highscore of infinity 1 or higher. Additional +15% if all difficulties in a region have infinity 1 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources, except mine shards.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Head Offices''' - Decreases the resource conversion rate of the headquarters by 3% for each tier of the headquarters.&lt;br /&gt;
*'''Data Mining''' - Increases town resource drops by 2% for each CPU upgrade across all servers during tower testing.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Extra Servers''' - Increases the max. number of servers per headquarter tier from 2 to 3.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software at 200% of the original speed while the game is closed. Without this skill the headquarters can continue installing the software at 100% of original speed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
*'''Foreign Contracts''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - By establishing a connection with other islands we unlock 3 new contracts.&lt;br /&gt;
*'''Shard Database''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the wave acceleration factor from software by 1% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the headquarters.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=3885</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=3885"/>
		<updated>2026-01-04T06:01:03Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: Started updating page for 1.0, will need new midgame setups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:Yellow resource.png|left|link=Special:FilePath/Yellow_resource.png]]&lt;br /&gt;
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.&lt;br /&gt;
[[File:PowerPlant.png|thumb|Power plant example]]&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Power Grid==&lt;br /&gt;
The power grid is where you place components in order to generate and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place components by selecting one from the list on the left of the screen, and then clicking an empty tile. The price of the placed component will increase by 1.5x (mul.) for each component of the same type on the grid, this is reverted if the component is sold.&lt;br /&gt;
&lt;br /&gt;
To sell a component, right-click the filled tile while not having any component selected from the list. Doing so will fully refund the resources you spent buying the component.&lt;br /&gt;
&lt;br /&gt;
Components must connect either orthogonally to a component they supply something to or via pipes if the component provides a fluid can be transported by one. Generators do not need to be connected to a battery, all battery storage and power production is simply added together for their final values. &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;
*[[Construction Firm]]: Reduces construction time for buildings.&lt;br /&gt;
*[[Factory]]: Speeds up shard refining, store reload, machine speed, and fabricator speed.&lt;br /&gt;
*[[Mine]]: Speeds up the drill, asteroid mining time, and asteroid scanning time.&lt;br /&gt;
*[[Headquarters]]: Speeds up download of software and how fast contracts run out.&lt;br /&gt;
*[[Shipyard]]: Speeds up shipments.&lt;br /&gt;
*[[Museum]]: speeds up artifact research time and offshore market refresh time.&lt;br /&gt;
*&amp;lt;spoiler&amp;gt;[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact. Boosting the workshop is only relevant for Era-related activities.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Arcade]]: On its own, it only speeds up the cooldown timer of &amp;quot;Refresh Wheel.&amp;quot; To effectively boost the [[arcade]] you need to have something else (located in the spoiler below), which reduces the time between delays (such as time between stopping jumble rows) and increases the speed of the lucky wheel. &amp;lt;spoiler&amp;gt;The darkness [[infinity]] stone grants this power.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Trading Post]]: reduces the time between perk refreshes and the timer to reset trades&lt;br /&gt;
*[[Power Plant]]: Requires the [[Power Plant#Exotic Skills|Recursive Feedback]] exotic skill. Speeds up the speed of the power grid and power timers.&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the boost is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but if they are boosted at &amp;lt;i&amp;gt;exactly&amp;lt;/i&amp;gt; the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt; is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For both time and effectiveness, &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt; is used as follows: &amp;lt;code&amp;gt;Result = log(PostSlider) * Perks * BaseValue&amp;lt;/code&amp;gt;. When displayed, &amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt; is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of &amp;lt;code&amp;gt;BaseValues&amp;lt;/code&amp;gt; is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Building!!Time!!Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|Construction Firm||4:00||20%&lt;br /&gt;
|-&lt;br /&gt;
|Factory||3:00||15%&lt;br /&gt;
|-&lt;br /&gt;
|Mine||3:20||18%&lt;br /&gt;
|-&lt;br /&gt;
|Headquarters||2:00||22%&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard||5:00||10%&lt;br /&gt;
|-&lt;br /&gt;
|Museum||3:00||15%&lt;br /&gt;
|-&lt;br /&gt;
|{{Inline spoiler|Workshop}}||3:40||21%&lt;br /&gt;
|-&lt;br /&gt;
|Arcade||5:00||0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Trading Post||3:00||15%&lt;br /&gt;
|-&lt;br /&gt;
|Power Plant&lt;br /&gt;
|2:15&lt;br /&gt;
|7.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your components for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
You can unlock more by upgrading the Power Plant in the Construction Firm and purchasing the technology level it unlocks.&lt;br /&gt;
&lt;br /&gt;
All components except the water pump and dyson node can be upgraded in the technology tab. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost: Free&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Water pump.png|center|frame|Water Pump]]&lt;br /&gt;
|Provides infinite water.&lt;br /&gt;
|{{Number|25|icon={{Resource|Yellow}}}}&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |None&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fluid pipe.png|center|thumb|Fluid Pipe]]&lt;br /&gt;
|Transports {{Number|1e3}}L of gas or fluid per tick.&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler,&lt;br /&gt;
&lt;br /&gt;
and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
The pipe is gray when empty, blue when filled with water,&lt;br /&gt;
&lt;br /&gt;
and white when filled with steam.&lt;br /&gt;
|{{Number|5}}{{Resource|Yellow}}&lt;br /&gt;
|Pipe Throughput&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;{{Number|1e3}} to pipe input, output and storage (add.)&lt;br /&gt;
|???&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:Yellow battery.png|center|thumb|Yellow battery]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Adds +{{Number|2e3}} power capacity.&lt;br /&gt;
Can be placed anywhere, and is not &lt;br /&gt;
&lt;br /&gt;
needed to be connected to anything.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{Number|50}}{{Resource|Yellow}}&lt;br /&gt;
|Capacity&lt;br /&gt;
| +50% battery capacity&lt;br /&gt;
|???&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Deep Link&lt;br /&gt;
| +1% total power capacity per Yellow battery (add.)&lt;br /&gt;
Note that the Total Capacity bonus applies to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; batteries,&lt;br /&gt;
&lt;br /&gt;
as well as the base {{Number|1e3}} power! I.e. if you have fully &lt;br /&gt;
&lt;br /&gt;
upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.&lt;br /&gt;
|???&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost: ???{{Resource|Yellow}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:Steam turbine.png|center|thumb|Steam Turbine]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Transforms 10L of steam into 30 power per tick.&lt;br /&gt;
Needs to be connected to an active coal boiler to generate energy.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{Number|60}}{{Resource|Yellow}}&lt;br /&gt;
|Condensed turbines&lt;br /&gt;
| +100% power production (mult.) and&lt;br /&gt;
steam usage/tick&lt;br /&gt;
|{{Number|5e3}} × 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Two-flow rotors&lt;br /&gt;
| -1 base steam usage/tick&lt;br /&gt;
|{{Number|1e7}} × 16&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Coal chest.png|center|thumb|Coal Chest]]&lt;br /&gt;
|Provides {{Number|2.5e3}}kg of coal.&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;
|{{Number|40}}{{Resource|Yellow}}&lt;br /&gt;
|Storage&lt;br /&gt;
| +25% Coal (mul.)&lt;br /&gt;
|{{Number|2.5e4}} * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Coal boiler.png|center|thumb|Coal Boiler]]&lt;br /&gt;
|Turns 100L of water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
Needs to be connected to a water pump and a coal chest to function.&lt;br /&gt;
|{{Number|150}}{{Resource|Yellow}}&lt;br /&gt;
|Denser coal&lt;br /&gt;
| +30L steam/tick,&lt;br /&gt;
+4kg coal usage/tick and&lt;br /&gt;
&lt;br /&gt;
+100L water usege/tick&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.|link=Special:FilePath/PowerPlantExample.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost: ???{{Resource|Yellow}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oil barrel.png|center|thumb|Oil Barrel|link=Special:FilePath/Oil_barrel.png]]&lt;br /&gt;
|Provides {{Number|1e4}}L of oil.&lt;br /&gt;
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.&lt;br /&gt;
|{{Number|1000}}{{Resource|Yellow}}&lt;br /&gt;
|Storage&lt;br /&gt;
| +20% Oil (mul.)&lt;br /&gt;
|{{Number|1e5}} * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gas tank.png|center|thumb|Gas Tank|link=Special:FilePath/Gas_tank.png]]&lt;br /&gt;
|Provides {{Number|2e4}}L of gas.&lt;br /&gt;
Can be placed anywhere, as long as fluid pipes connect it to a gas turbine.&lt;br /&gt;
|{{Number|2e3}}{{Resource|Yellow}}&lt;br /&gt;
|Storage&lt;br /&gt;
| +20% Gas (mul.)&lt;br /&gt;
|{{Number|1.25e5}} * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oil furnace.png|center|thumb|Oil Furnace|link=Special:FilePath/Oil_furnace.png]]&lt;br /&gt;
|Turns 20L of oil and 200L of water into 100L of steam.&lt;br /&gt;
|{{Number|1.75e4}}{{Resource|Yellow}}&lt;br /&gt;
|Bigger heat chambers&lt;br /&gt;
| +100L steam/tick,&lt;br /&gt;
+20L oil usage and&lt;br /&gt;
&lt;br /&gt;
+200L water useage/tick&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:Gas turbine.png|center|thumb|Gas Turbine|link=Special:FilePath/Gas_turbine.png]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Turns 25L of gas into 100 power per tick.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{Number|5e3}}{{Resource|Yellow}}&lt;br /&gt;
|Early ignition&lt;br /&gt;
| +100% power production and gas requirement&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Optimized pipes&lt;br /&gt;
| +1% power production (mul.) for gas turbines per regular pipe on the grid regardless if it's in use&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost: ???{{Resource|Yellow}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:Solar panel.png|center|thumb|Solar Panel]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Produces 1 power per tick (0 when raining).&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{Number|1e4}}{{Resource|Yellow}}&lt;br /&gt;
|Double sized panels&lt;br /&gt;
| +100% power production&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Aqua panels&lt;br /&gt;
|2% × lvl of power production well continue during rain&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Water turbine.png|center|thumb|Water Turbine|link=Special:FilePath/Water_turbine.png]]&lt;br /&gt;
|Uses 20L of water to provide 3 power per tick.&lt;br /&gt;
Can be connected with pipes or directly to a Water Pump&lt;br /&gt;
|{{Number|2e4}}{{Resource|Yellow}}&lt;br /&gt;
|Streamlined turbines&lt;br /&gt;
| +100% power production (mul.) and +20L water usage&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:Wind turbine.png|center|thumb|Wind Turbine]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Produces 0~4 power per tick&lt;br /&gt;
(min. of 0 without wind and max of 4 when there is a hurricane).&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{Number|1.25e4}}{{Resource|Yellow}}&lt;br /&gt;
|Extra long blades&lt;br /&gt;
| +100% power production&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Titanium rotors&lt;br /&gt;
|8x power generation during hurricanes&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:Red battery.png|center|thumb|Red Battery]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Gives +{{Number|2.5e4}} to power capacity.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{Number|2e3}}{{Resource|Yellow}}&lt;br /&gt;
|Capacity&lt;br /&gt;
| +100% power capacity&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Deep link&lt;br /&gt;
| +1% power capacity per component that processes resources and/or&lt;br /&gt;
produces power times the number of red batteries (add.)&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost: ???{{Resource|Yellow}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lava pump.png|center|thumb|Lava Pump]]&lt;br /&gt;
|Provides {{Number|1e7}}L of lava.&lt;br /&gt;
Lava can be moved with a fluid pipe.&lt;br /&gt;
|{{Number|2.5e4}}{{Resource|Yellow}}&lt;br /&gt;
|Storage&lt;br /&gt;
| +15% Lava (mul.)&lt;br /&gt;
|{{Number|1.5e6}} * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Thermal generator.png|center|thumb|Thermal Generator]]&lt;br /&gt;
|Turns 100L of lava and 100L of water into 200 power per tick.&lt;br /&gt;
Can be connected with a pipe or directly to a lava pump.&lt;br /&gt;
|{{Number|5e4}}{{Resource|Yellow}}&lt;br /&gt;
|Turbine overheating&lt;br /&gt;
| +100% power production (mul.),&lt;br /&gt;
+100L water and lava usage/tick&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost: ???{{Resource|Yellow}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Uranium box.png|center|thumb|Uranium Box|link=Special:FilePath/Uranium_box.png]]&lt;br /&gt;
|Provides {{Number|5e4}}Kg of Uranium.&lt;br /&gt;
|{{Number|7.5e4}}{{Resource|Yellow}}&lt;br /&gt;
|Storage&lt;br /&gt;
| +10% Uranium (mul.)&lt;br /&gt;
|{{Number|5e6}} * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fission reactor.png|center|thumb|Fission Reactor|link=Special:FilePath/Fission_reactor.png]]&lt;br /&gt;
|Transforms 1Kg of Uranium and 100L of water into 200L of steam.&lt;br /&gt;
|{{Number|1e5}}{{Resource|Yellow}}&lt;br /&gt;
|High Radiation&lt;br /&gt;
| +100% steam production (mul.)&lt;br /&gt;
+100% water and uranium requirement (mul.)&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue battery.png|center|thumb|Blue Battery]]&lt;br /&gt;
|Gives +{{Number|5e5}} to power capacity.&lt;br /&gt;
|{{Number|5e4}}{{Resource|Yellow}}&lt;br /&gt;
|Deep link&lt;br /&gt;
| +1% total power capacity per component on the grid that emits resources &lt;br /&gt;
(including storage) times the number of blue batteries (add.)&lt;br /&gt;
|???{{Resource|Yellow}}&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 6===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Cost: ???{{Resource|Yellow}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Max Level&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma pipe.png|center|thumb|Plasma Pipe|link=Special:FilePath/Plasma_pipe.png]]&lt;br /&gt;
|Transport {{Number|1e3}}L of Plasma per tick&lt;br /&gt;
|{{Number|1e5}}{{Resource|Yellow}}&lt;br /&gt;
|Plasma Throughput&lt;br /&gt;
| +1000 Plasma input/output/storage (add.)&lt;br /&gt;
|{{Number|1e15}} * {{Number|1000}}&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Helium3 tank.png|center|thumb|Helium-3 Tank|link=Special:FilePath/Helium3_tank.png]]&lt;br /&gt;
|Provides {{Number|1e5}}L of He3&lt;br /&gt;
|{{Number|5e5}}{{Resource|Yellow}}&lt;br /&gt;
|Storage&lt;br /&gt;
| +8% Gas (mul.)&lt;br /&gt;
|{{Number|2.5e7}} * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fusion reactor.png|center|thumb|Fusion Reactor]]&lt;br /&gt;
|Transforms 250L of He3 into 500L of Plasma&lt;br /&gt;
|{{Number|1.75e6}}{{Resource|Yellow}}&lt;br /&gt;
|Cold Fusion&lt;br /&gt;
| +500L Plasma Production (add.),&lt;br /&gt;
+250L Helium Requirement (add.)&lt;br /&gt;
|{{Number|1e14}} * {{Number|100}}&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |[[File:Plasma turbine.png|center|thumb|Plasma Turbine]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Transform 100L of Plasma into {{Number|5e3}} power per tick&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |{{Number|5e5}}{{Resource|Yellow}}&lt;br /&gt;
|Plasma Synergy&lt;br /&gt;
| +2% [plasma] Power Production (mul.) for every component on the grid that is not a plasma turbine regardless if it's in use,&lt;br /&gt;
+300L Plasma Requirement (add.)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +2% bonus is *additive* with increasing levels, i.e. at 3/3 levels it is a 1.06 multiplicative bonus.)&lt;br /&gt;
|{{Number|1e16}} * {{Number|1e8}}&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Water Synergy&lt;br /&gt;
| +18% Plasma Turbine Power Production (add./mul.) for every water turbine on the grid regardless if it's in use, +80% Water Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use&lt;br /&gt;
(Note: The +18% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +90% bonus per water turbine. This applies independently/in addition to Plasma Synergy.)&lt;br /&gt;
|{{Number|1e18}} * {{Number|1e6}}&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Solar Synergy&lt;br /&gt;
| +10% Plasma Turbine Power Production (add./mul.) for every solar panel on the grid regardless if it's in use,&lt;br /&gt;
+50% Solar Panel Power Production (add.) for every plasma turbine on the grid regardless if it's in use&lt;br /&gt;
&lt;br /&gt;
(Note: The +10% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +50% bonus per solar panel. This applies independently/in addition to Plasma Synergy.)&lt;br /&gt;
|{{Number|1e18}} * {{Number|1e6}}&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Wind Synergy&lt;br /&gt;
| +10% Plasma Turbine Power Production (add./mul.) for every wind turbine on the grid regardless if it's in use, +50% Wind Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use&lt;br /&gt;
(Note: The +10% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +50% bonus per wind turbine. This applies independently/in addition to Plasma Synergy.)&lt;br /&gt;
|{{Number|1e18}} * {{Number|1e6}}&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;{{Resource|Yellow}}&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Requirement: Power Plant Floor 2&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Component&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Upgrades&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Base Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dyson node.png|center|thumb|Dyson Node|link=Special:FilePath/Dyson_node.png]]&lt;br /&gt;
|Provides aura and +X Power / Tick (depends on dyson power)&lt;br /&gt;
Dyson nodes cannot be placed in the 8 squares next to another node.&lt;br /&gt;
&lt;br /&gt;
Available as soon as Floor 2 is unlocked, regardless of Power Plant level.&lt;br /&gt;
&lt;br /&gt;
Power amount is &amp;lt;code&amp;gt;dyson_power&amp;lt;/code&amp;gt;&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;. This maxes at {{Number|1.1892071e3}} power per tick.&lt;br /&gt;
|{{Number|1e12}}{{Resource|Yellow}}&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Efficient Recycling''' - Lowers the base conversion rate from town resources to power plant resources to 600.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
*'''Yellowprints''' - Unlocks the ability to store up to 3 different layouts of the power plant as well as the functionality to import, export and apply them at any time. Additionally adds the an option to sell the entire grid.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Hibernation Mode''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&lt;br /&gt;
*'''Recursive Feedback''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - Allows the power plant to boost itself. Power will charge correspondingly faster, although the power grid continues to tick at its regular speed. All other processes within the Power Plant are accelerated, just like in other buildings.&lt;br /&gt;
*'''Quantum Storage''' ({{Number|200|icon=[[File:Exotic gem.png|20px]]}}) - Enables charging beyond you max power at a reduced efficiency. Each order of magnitude (10x increase) in max power grants an additional 1% of your base charging rate during overcharge.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===Recommended Setups===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Starter Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; |Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Cost&lt;br /&gt;
|{{Number|1.823e5|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Requirements&lt;br /&gt;
|Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Power Capacity&lt;br /&gt;
|{{Number|3.023e6}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Average Power Production&lt;br /&gt;
|{{Number|1.326e5|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Import Code&lt;br /&gt;
|&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;tZBBCsJADEWv4gm8wOxcCO4KeoG0Rh1IkzDNMMztla4M0jJI+1bJ/+GHRKVgUgK2IwncJVu48CNytHro&lt;br /&gt;
XjBh2JmKRFJOYIaphskQxltOfWT803I4R6Nik7J1xCBAV5MET5zrc04MAy7qBT5ndXlUp/5Ero+3LHU0&lt;br /&gt;
37b87g0ivLPWffMG&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Preview&lt;br /&gt;
|[[File:Powerplant Setup Early.png|320x173px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mid-game Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[2]]]&amp;lt;/sup&amp;gt; (Outdated, use lategame setup for now)&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Recommended&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; |Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Cost&lt;br /&gt;
|{{Number|4e24|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Requirements&lt;br /&gt;
|Power Plant [[#Floor_2|Floor 2]]. 2 levels of each plasma turbine upgrade in [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Power Capacity&lt;br /&gt;
|{{Number|6.935e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Average Power Production&lt;br /&gt;
|{{Number|???|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Import Code&lt;br /&gt;
|&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;7ZW/DsIgEMbfyMWxm4urUV/gKlcluR4Nf9Lw9nZpIh1aaIrW6sR3BO6+30GgUS3qhoDtjhQI5WwhuZIsrS8qZ6TiM8LNKj0aeSRS7QGsRe2/Jorn2x57jr6sieGznSjJYZ8jRsc7aqEbrk6XkjFhW6qhd4HH6AA5R4ExIOGN4iMyatgk7YCv+wlMDX35cOkDSbp6f+k03JfzlgV44DUECSFHT1ij6FNOyiywKQYSbu58ykkZIC6ae&lt;br /&gt;
e6j9MdLwJMsVkWXIzKKQJ+AkQLel+k1uf2JDjwB&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Preview&lt;br /&gt;
|[[File:Powerplant Setup Mid Main.png|320x183px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cheaper&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; |Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Cost&lt;br /&gt;
|{{Number|3e18|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Requirements&lt;br /&gt;
|Power Plant [[#Floor_2|Floor 2]]. 1 of each plasma turbine upgrade in [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Power Capacity&lt;br /&gt;
|{{Number|2.32e12}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Average Power Production&lt;br /&gt;
|{{Number|???|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Import Code&lt;br /&gt;
|&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;7ZbLDsIgEEX/yI1Ldm7cGvUHpjJVEjo0PEL4e+uiSWliA30k1nY3cAfunCEEauVR1xLIHqQCrpxlgkpBwgbGg1F0RkINVmnWZJkK7k4XgrAvFtLhCaxFHb7GXhBvlxslQV+AUDIPjZoz39kmxTYHIxZLZ4SiK8Ljo71QClcdb00MzzTrFOJuzlzIvVJjjsnnOIU2LmUu3sSjj83/CzV22yqpRt6m5YTLQI4sZufb+dbKF1BK5dvMJUapzMtXEpv3npotNWL8H2qNnRj/txoUh27V744yCN8=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Preview&lt;br /&gt;
|[[File:Powerplant Setup Mid Cheaper.png|320x188px|link=Special:FilePath/Powerplant_Setup_Mid_Cheaper.png]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No-Dyson&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; |Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Cost&lt;br /&gt;
|{{Number|4e24|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Requirements&lt;br /&gt;
|2 levels of each plasma turbine upgrade in [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Power Capacity&lt;br /&gt;
|{{Number|1.873e12}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Average Power Production&lt;br /&gt;
|{{Number|???|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Import Code&lt;br /&gt;
|&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;7ZbBDoIwDIbfyItHbjyBUV+gSNUlZSVjy8Lby4WEmaBsrOiBE38zUv6Pdltb9mhaAm0PxFCzs0VZ3F2nWJ8RbpZNRNQxgTmBRtpYphrukYh9Cdai6TNFw8/sGrg6UymNqUBhEgmbFTnMobN0gHxVYrHCAoT+nkjKNcfLoOHxvjhb/kwZDdajx68yFtrD8Bg/FASho/n3Qq9L88UwSZOmESzN90+kH2xu0p17UfeNutU57JWuf9jqMpftFCpWy9+48rPVGn75ASt1Jl1DlUsnen8B&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Preview&lt;br /&gt;
|[[File:Powerplant Setup Mid No-Dyson.png|320x188px|link=Special:FilePath/Powerplant_Setup_Mid_No-Dyson.png]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Late-game Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; |Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Cost&lt;br /&gt;
|{{Number|3e48|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Requirements&lt;br /&gt;
|Electricity [[Infinity#Infinity_Perks|Infinity Perk]] enabled. Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Power Capacity&lt;br /&gt;
|{{Number|88.824e12}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Average Power Production&lt;br /&gt;
|{{Number|21.485e15|suffix=/sec}} (after max capacity)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Import Code&lt;br /&gt;
|&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;5ZbBDoIwDIbfyItHbl68GvUFiiu6ZHSk20J4e/FgMpagDBgEvXXp1v1furWtdI1cKSC7UxqEdjaTVEiStslEYzQdkZDBas&lt;br /&gt;
7aXaaEq+NcEobOWpJ4u/psoxXwCQiVb6Y9GcPQdRbOSE1nhNvL90AlXbm/tDbcJwkFizxgMZo+UNrFGJxDRnEA&lt;br /&gt;
2wpqEvHNRN6jM83rnIyWIN3rofmhVkNOjtZzQXLgJcG8T/QPuIuCfahEP/AtIzroRmttRP8MOm+uHG6ih/pCA4aR+&lt;br /&gt;
Y2r1vEv9nucAWIiMpto9B1pzjz3PgE=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |Preview&lt;br /&gt;
|[[File:Powerplant Setup Late Infinity Perk.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/781517486045921291/1130610612771246080 Early Power Plant Setup]&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/1240795204089548809/1240795204089548809 Power plant guide v5]&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/891636673744609280/908516244586639378 MT15 Power Plant (Post Electric Stone)]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Powerplant_Setup_Late_Infinity_Perk.png&amp;diff=3884</id>
		<title>File:Powerplant Setup Late Infinity Perk.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Powerplant_Setup_Late_Infinity_Perk.png&amp;diff=3884"/>
		<updated>2026-01-04T05:55:23Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: Yoshi128986 uploaded a new version of File:Powerplant Setup Late Infinity Perk.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=3883</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=3883"/>
		<updated>2026-01-04T05:41:41Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: small updates, still needs to be updated more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound3.png|thumb|The new round Screen]]&lt;br /&gt;
'''Tower Testing''' is the [[wikipedia:Compulsion_loop|core loop]] of the game. This 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;
&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 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 and can be used for other upgrades after you progress further into the game.&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 an infographic displayed like the one above. (Image is a bit wonky for now) &lt;br /&gt;
&lt;br /&gt;
The percentage in the top represents the amount of enemy hp at wave 100 compared to forest easy (2x hp at wave 100 being 200%). The wave icon in the bottom represents your highest wave. A check shows that you have beaten that region difficulty. &lt;br /&gt;
&lt;br /&gt;
Lastly the bar in the below image represents the [[Elements|elements]] the enemies can be.&lt;br /&gt;
&lt;br /&gt;
[[File:Elements.png|frameless|x80px]]&lt;br /&gt;
&lt;br /&gt;
The region can be changed by clicking on the map preview seen below or by clicking the arrows to go to next/previous region:&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;
Beating a region on Easy Difficulty Normal Mode will unlock easy difficulty on the next region, medium difficulty on the current region, and unlock 3 new town assets &lt;br /&gt;
&lt;br /&gt;
Each region has a variable amount of paths (in the above picture, there are 4 paths) and enemy types, and in the future there may be special rules and effects, secrets and more assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules and a few modules that drop at set waves. The amount of modules that remain uncollected is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview. With the [[Workshop#Exotic Skills|treasure map]] exotic skill from [[workshop]] you can click on the module icon to see chances as well&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 making better [[Workshop#Blueprint|Blueprints]]. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, collecting and upgrading modules will allow you to soft prestige. Soft prestige is done in the Military tab inside of the [[Headquarters|headquarters]] building.&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 and Idle Mode for the given area as well as the normal mode for the next region. You also unlock the next Difficulty for the given region and be switched to the endless mode on the current difficulty; you can switch back using the infinity symbol.&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;
{{See also|Challenge Mode}}&lt;br /&gt;
&lt;br /&gt;
Each region has 6 challenge levels, each having a special set of rules/restrictions that makes a round harder to beat. Each level requires the player to reach a certain wave. Upon completing the Level, rewards are given to the player.&lt;br /&gt;
There is also a hardmode for challenges that has a doubled wave cap and disables all town boosts, if you beat it you get a skill point.&lt;br /&gt;
&lt;br /&gt;
===Idle===&lt;br /&gt;
Measure your tower against 100 waves of enemies in Normal Mode or 60 seconds in Endless Mode to calculate your idle factor. Your idle factor is equal to the highest average resources/s from any run you have done on any region and difficulty. You can get multiple types of resources at once, though for every extra resource and resource group it will spread the 100% between them. &lt;br /&gt;
&lt;br /&gt;
While in Idle Mode, you gain resources/s equal to your idle factor, without having to test the tower against enemies. You cannot do anything else while doing this.&lt;br /&gt;
&lt;br /&gt;
===Sandbox===&lt;br /&gt;
Sandbox can currently be unlocked on any region by beating the Impossible Difficulty in Normal Mode.&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SandboxEnemies.png|Image of the sandbox mode. It shows the customization options for enemies (outdated)&lt;br /&gt;
File:SandboxTower.png|Image of the sandbox mode. It shows the customization options for the tower&lt;br /&gt;
File:SandboxModules.png|Image of the sandbox mode. It shows the customization options for module limitations &lt;br /&gt;
File:SandboxWaves.png|Image of the sandbox mode. It shows the customization options for wave limits&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Currently sandbox mode has a few customizable game-play options.&lt;br /&gt;
&lt;br /&gt;
#The HP/damage scaling can be changed, including difficulty.&lt;br /&gt;
#Clicking on the elements will toggle which elements enemies can spawn as, if no elements are selected then by default every element will be enabled.&lt;br /&gt;
#You can change which enemy types spawn.&lt;br /&gt;
#You can limit the towers modules and change its stats.&lt;br /&gt;
#You can set a wave cap.&lt;br /&gt;
&lt;br /&gt;
Sandbox mode has many more planned features that will be added in future versions of the game.&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;
Number of enemies per lane per wave also increase based on difficulty. 4 on easy, 6 on medium and hard, 8 on insane, 9 on nightmare, and 10 on impossible.&lt;br /&gt;
&lt;br /&gt;
On impossible, every element spawns regardless of what normally spawns in the region and every element has equal chance of showing up. This makes some regions easier on impossible since less enemies will be universal.&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;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3882</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3882"/>
		<updated>2026-01-04T05:16:44Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: Second package of 1.0 changes, fixes all of the currently present tier scalings and some of the descriptions (descriptions and tags still need to be checked for accuracy, this is just what i immediately noticed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources, for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate.&lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to 1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|NATURE DAMAGE LIFESTEAL&lt;br /&gt;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|CHANCE STUN DEBUFF&lt;br /&gt;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|RESOURCES CHANCE&lt;br /&gt;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|Provides a 10% chance to ignite all enemies in a large area around the primary target, burning them for a specific amount of Fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|A fiery foundation that provides the tower with some hitpoints and increases Fire resistance, but lowers Water resistance. In addition outgoing Fire damage is multiplied by 40.&lt;br /&gt;
|FIRE WATER HEALTH RESISTANCE&lt;br /&gt;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|LIGHT CHANCE DAMAGE HEALTH&lt;br /&gt;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|LIGHT AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|ELECTRICITY AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|AIR AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|AIR RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|AIR REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|SHIELD REACTIVE REGENERATION&lt;br /&gt;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|ACTIVE INSTANT AREA LIFESTEAL&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|EARTH AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|WATER AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|DARKNESS AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|NATURE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|EARTH RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|WATER RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|NATURE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|EARTH REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|WATER REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|FIRE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|ELECTRICITY RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|LIGHT RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|LIGHT REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|DARKNESS REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|DARKNESS RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|NEUTRAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|UNIVERSAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;gt;''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|WATER DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the tower's water armor raised to the power of 0.5 (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's HP regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|Projectiles that hit Nature enemies will start to bounce off to nearby targets, bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|NATURE LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;gt;''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|DARKNESS REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|DARKNESS FIRE EARTH NATURE AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|LIGHT WATER AIR ELECTRICITY AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;gt;''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 HP left. Can only trigger once every few seconds.&lt;br /&gt;
|REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's shield an in turn increases its Electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff / status effect.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
|ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL FIRE EARTH NATURE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||Challenge Completion&lt;br /&gt;
|Increases the damage against non-Normal enemy types. Includes Archers, Assassins, Wizards, Tanks and Bosses.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL LIGHT FIRE EARTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|A certain amount of Electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12M radius.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|FIRE AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|WATER CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|UNIVERSAL ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a Universal type enemy. Splash damage type is Universal.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuf resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||The Executive&lt;br /&gt;
|No&lt;br /&gt;
|Unknown&lt;br /&gt;
|&amp;quot;idk if there has been any update on this but I got Executive by auto toggling my infinity stones to do something and it gave me one once I got over a certain speed I assume(?)&amp;quot; - darkcloud100 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I got it after enabling perma use on my water infinity stone&amp;quot; - ben251&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'. This is still reflected in their internal ids.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v1.0.10, there are '''19''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3881</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3881"/>
		<updated>2026-01-03T06:08:08Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: initial set of changes, fixing the page for 1.0 finally. Fixed Drop chance boosts. Fixed information on max tiers, began fixing the max tiers on the tables, started fixing upgrade formulas (at elemental resistance)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.8).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources, for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate.&lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to 1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|NATURE DAMAGE LIFESTEAL&lt;br /&gt;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|CHANCE STUN DEBUFF&lt;br /&gt;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|RESOURCES CHANCE&lt;br /&gt;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|Provides a 10% chance to ignite all enemies in a large area around the primary target, burning them for a specific amount of Fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|A fiery foundation that provides the tower with some hitpoints and increases Fire resistance, but lowers Water resistance. In addition outgoing Fire damage is multiplied by 40.&lt;br /&gt;
|FIRE WATER HEALTH RESISTANCE&lt;br /&gt;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|LIGHT CHANCE DAMAGE HEALTH&lt;br /&gt;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|LIGHT AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|ELECTRICITY AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|AIR AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|AIR RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|AIR REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|SHIELD REACTIVE REGENERATION&lt;br /&gt;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|ACTIVE INSTANT AREA LIFESTEAL&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|EARTH AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|WATER AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|DARKNESS AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|NATURE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|EARTH RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|WATER RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|NATURE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|EARTH REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|WATER REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|FIRE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|ELECTRICITY RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|LIGHT RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|LIGHT REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|DARKNESS REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|DARKNESS RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|NEUTRAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|UNIVERSAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;gt;''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|WATER DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor raised to the power of 0.5 (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the towers HP regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|Projectiles that hit Nature enemies will start to bounce off to nearby targets, bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|NATURE LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;gt;''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|DARKNESS REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|DARKNESS FIRE EARTH NATURE AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|LIGHT WATER AIR ELECTRICITY AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;gt;''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 HP left. Can only trigger once every few seconds.&lt;br /&gt;
|REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its Electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff / status effect.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
|ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL FIRE EARTH NATURE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion&lt;br /&gt;
|Increases the damage against non-Normal enemy types. Includes Archers, Assassins, Wizards, Tanks and Bosses.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL LIGHT FIRE EARTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|A certain amount of Electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12M radius.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|FIRE AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|WATER CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|UNIVERSAL ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a Universal type enemy. Splash damage type is Universal.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura&lt;br /&gt;
|Placeholder||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuf resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||The Executive&lt;br /&gt;
|Placeholder&lt;br /&gt;
|No&lt;br /&gt;
|Unknown&lt;br /&gt;
|&amp;quot;idk if there has been any update on this but I got Executive by auto toggling my infinity stones to do something and it gave me one once I got over a certain speed I assume(?)&amp;quot; - darkcloud100 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I got it after enabling perma use on my water infinity stone&amp;quot; - ben251&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;???&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;???&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.29.0, there are '''9''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3859</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3859"/>
		<updated>2025-12-04T18:55:54Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Producers */ fixed production of t1 and tier 2 producers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the Factory does the following:&lt;br /&gt;
&lt;br /&gt;
* Increases the Inventory size by 12 slots.&lt;br /&gt;
* Increases the crafting grid size.&lt;br /&gt;
* Unlocks new recipes. The recipes that are unlocked will use the newly unlocked crafting grid slots.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. You start with 24 slots at Factory T1. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each tile you dragged the item on, assuming the tile was either empty or had the same item beforehand.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin with an item on your cursor will delete that item. There's also a keybind (unset by default) that does the same thing.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list. Items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory. If you got the Auto-Fill skill, you can press the Auto-fill button to automatically place items of the selected recipe into the crafting grid, if you have them in your Inventory. If you don't, then the game will point out the missing parts.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Machine_Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
&lt;br /&gt;
====Speed Boost Per Machine Tier====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Base times for each recipe in seconds====&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Machine!! rowspan=&amp;quot;2&amp;quot; |Recipe!! rowspan=&amp;quot;2&amp;quot; |Ingredients!! rowspan=&amp;quot;2&amp;quot; |Outputs!! rowspan=&amp;quot;2&amp;quot; |Base Duration Formula!! colspan=&amp;quot;10&amp;quot; |Base Duration per Item Tier (t)&lt;br /&gt;
|-&lt;br /&gt;
|T1||T2||T3||T4||T5||T6||T7||T8||T9||T10&lt;br /&gt;
|-&lt;br /&gt;
!Cutter&lt;br /&gt;
|Screw||Rod||4||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Crusher&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Dust||Ore||2||2t-1||1||3||5||7||9||11||13||15||17||19&lt;br /&gt;
|-&lt;br /&gt;
|Ingot||1||0.5t+0.25||0.75||1.25||1.75||2.25||2.75||3.25||3.75||4.25||4.75||5.25&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Dust||Rainbow Ingot||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||150|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Oven&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Ingot||Ore||1||1.25t+0.25||1.5||2.75||4||5.25||6.5||7.75||9||10.25||11.5||12.75&lt;br /&gt;
|-&lt;br /&gt;
|Dust||1||1.25t+0.25||1.5||2.75||4||5.25||6.5||7.75||9||10.25||11.5||12.75&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ingot||Rainbow Dust||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||300|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; |Presser&lt;br /&gt;
|Rubber Plate||Rubber||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||3|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Plate||Ingot||1||t+1||2||3||4||5||6||7||8||9||10||11&lt;br /&gt;
|-&lt;br /&gt;
|Dense Plate||Stacked Plate||1||3t||3||6||9||12||15||18||21||24||27||30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Plate||Rainbow Ingot||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||300|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Mixer&lt;br /&gt;
|Dust||Ore Lump||2||2t||2||4||6||8||10||12||14||16||18|| style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Assembler&lt;br /&gt;
|Circuit||Cable||1||2.5t+5.5||8||10.5||13||15.5||18||20.5||23||25.5||28||30.5&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Boiler&lt;br /&gt;
|Dense Block||Block||1||50t||50||100||150||200||250||300||350||400||450||500&lt;br /&gt;
|-&lt;br /&gt;
|Dust (Downtier)||Dust||4||2(t+1)|| style=&amp;quot;background-color: silver;&amp;quot; |4||6||8||10||12||14||16||18||20||22&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Shaper&lt;br /&gt;
|Rod||Ingot||2||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Ring||Rod||1||1.5(t+1)||3||4.5||6||7.5||9||10.5||12||13.5||15||16.5&lt;br /&gt;
|-&lt;br /&gt;
|Pipe||Plate||1||5(t+1)||10||15||20||25||30||35||40||45||50||55&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Refinery&lt;br /&gt;
|Cable||Ingot||2||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Wire||Cable||1||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Circuit Plate||Plate||1||3t||3||6||9||12||15||18||21||24||27||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]!!T2 [[File:Producer T2.png|frameless]]!!T3 [[File:Producer T3.png|frameless]]!!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|4&lt;br /&gt;
|300&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.5&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |30&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, than it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/oaqwluawpe.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, there are only two types of sapling, rubber and void-rock, which produce rubber and void essence respectively. You can also plant pumpkins, if you got them during Halloween.&lt;br /&gt;
&lt;br /&gt;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters, as the name implies, boost things, currently there are three things they boost: resource drops, producer production (normal) and wave acceleration. To unlock the recipes to craft boosters you will need to buy the upgrades on the side of the grid, once you get them, go to the recipes tab to craft them. To use the boosters, go to the manufacture tab and place the boosters in the grid. Please note that spreading them out is more efficient because boosters are multiplicative like that. Boosters and materials needed to craft them are not scannable due to balancing. The upgrades you buy are:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the distribute button found below the grid and also unlock 4 more grid slots&lt;br /&gt;
&lt;br /&gt;
3. Unlock tier 2 boosters, rainbow dust, void rock saplings, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: &amp;lt;code&amp;gt;1+ Base + Mult*((stack size-1)/10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;)&amp;lt;sup&amp;gt;Exponent&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-left: 2px solid grey&amp;quot; |Tier 1&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-left: 2px solid grey&amp;quot; |Tier 2&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-left: 2px solid grey&amp;quot; |Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style=&amp;quot;border-left: 2px solid grey&amp;quot; |B!!M!!E&lt;br /&gt;
! style=&amp;quot;border-left: 2px solid grey&amp;quot; |B!!M!!E&lt;br /&gt;
! style=&amp;quot;border-left: 2px solid grey&amp;quot; |B!!M!!E&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.01||.01||.05&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.02||.03||.05&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.05||.05||.05&lt;br /&gt;
|-&lt;br /&gt;
|Producer production&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.01||.99||.05&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.05||1.7||.05&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.25||2.75||.05&lt;br /&gt;
|-&lt;br /&gt;
|Resource drops&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.05||1.95||.2&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.15||2.35||.2&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.75||2.25||.2&lt;br /&gt;
|-&lt;br /&gt;
|Machine speed&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.01||.24||.08&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.05||.35||.08&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.10||.90||.08&lt;br /&gt;
|-&lt;br /&gt;
|Tree&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.02||.38||.1&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.05||.95||.12&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.25||1.75||.15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:How_to_get_Seraphiel.png&amp;diff=3849</id>
		<title>File:How to get Seraphiel.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:How_to_get_Seraphiel.png&amp;diff=3849"/>
		<updated>2025-12-02T00:01:53Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: Yoshi128986 uploaded a new version of File:How to get Seraphiel.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3848</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3848"/>
		<updated>2025-12-01T19:53:55Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* List of artifacts */ what this artifact feels like right now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Research Funding''' skill decreases research cost.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''38''' artifacts available to collect. (2 are event artifacts so they are not always obtainable)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Golden Apple''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Rib Cage''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Carrot''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made out of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dwarven Minecart''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Lava Ruby''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool. Look carefully as it is the same color as the lava, it is there at the start before drifting away, though it comes back.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Sign''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Monkey Idol''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ancient Gear''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Compass''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planet's magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Sword''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Strange Cube''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Neutral]]. Click on rising cubes on the right-most chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can then contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;''It's early, but never too late.'' (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;''What's the similarities between cats and endermen?'' (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;''The Dark Knight would be at home here''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;[[Dark_Realm|Dark Realm]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Location: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Cratorrex's latest synthesized creation!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Wing''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Blackhole In A Bottle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting something in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Light Triangle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
|Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
|Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cylindro|Boss 1]] (5% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The fabled grimoire, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
|Have {{Module|Ultimate|size=30px}} '''W.I.N.C.E''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct. 1st to Oct. 31st 2023)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec. 1st to Jan. 1st, 2022)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Forged somewhere in the depths of space by an unknown civilization probably centuries ago. It's cool though that they fit in modern arcade machine coin slots.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Found drifting amidst the vast expanse of space. The allure to unleash its powers is undeniably strong.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Rolling this particular die turns out to be quite difficult as you need an anti-table to prevent planetary-scale matter annihilation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Google's Treasure Bag'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
Defeat a mimic. Not 100% droprate, so defeat many mimics.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Named after its tamer, Google, this friendly mimic masquerades as a treasure bag. Unlike its deceptive kin, it warmly guides adventurers to wealth, infusing their journey with a playful mischief that enriches every step.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 A must take on any adventure! (increases the chance of finding tokens and skillpoints as well as the amount of tokens)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Una's Replicator'''}}&lt;br /&gt;
|Una's clue #1 &amp;lt;spoiler&amp;gt;''Maybe y'all should go touch grass......... in the game.''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Una's clue #2 &amp;lt;spoiler&amp;gt;''I think you're way overthinking it. If someone tells you to go touch grass, where are you going?''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Location: &amp;lt;spoiler&amp;gt;[[Town]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;[[Town]] level 1000. (10% chance to appear?)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Una's replicator, a marvel of ancient craftsmanship, is named in honor of its creator, Una. This intricate device is capable of converting the town's hard-earned XP into valuable skillpoints.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Gains up to 1000 extra skillpoints using excess [[Town]] XP. (XP needed per SP: n&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*1000, where n from 1 to 1000)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Nar's Tubular Test Tube'''}}&lt;br /&gt;
|Nar's clue #1&amp;lt;spoiler&amp;gt;''My module helps with the artifact unlock but you gonna need more than that''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Kill an enemy with an element not normally present in a region&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This potent fluid required 31 experiments for Nar to create, but in the end, he succeeded in producing something that will boost the tower's base armor without the need for any modules. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increase base armor of all elements by 1.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Seraphiel's Microphone Staff'''}}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;[[File:How to get Seraphiel.png|thumb]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This unholy device turns any recording into a haunting chorus that is heard directly inside the head of every worker standing inside the manufacture, causing them to reach peak efficiency.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the strength of all manufacture boosters by 0.5% per researched artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
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		<id>https://www.perfecttower2.com/wiki/index.php?title=File:How_to_get_Seraphiel.png&amp;diff=3847</id>
		<title>File:How to get Seraphiel.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:How_to_get_Seraphiel.png&amp;diff=3847"/>
		<updated>2025-12-01T19:51:04Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: &lt;/p&gt;
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		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3846</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3846"/>
		<updated>2025-12-01T19:50:09Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: this time add seraphiels microphone staff&lt;/p&gt;
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&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Research Funding''' skill decreases research cost.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''38''' artifacts available to collect. (2 are event artifacts so they are not always obtainable)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Golden Apple''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Rib Cage''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Carrot''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made out of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dwarven Minecart''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Lava Ruby''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool. Look carefully as it is the same color as the lava, it is there at the start before drifting away, though it comes back.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Sign''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Monkey Idol''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ancient Gear''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Compass''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planet's magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Sword''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Strange Cube''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Neutral]]. Click on rising cubes on the right-most chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can then contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;''It's early, but never too late.'' (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;''What's the similarities between cats and endermen?'' (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;''The Dark Knight would be at home here''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;[[Dark_Realm|Dark Realm]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Location: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Cratorrex's latest synthesized creation!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Wing''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Blackhole In A Bottle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting something in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Light Triangle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
|Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
|Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cylindro|Boss 1]] (5% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The fabled grimoire, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
|Have {{Module|Ultimate|size=30px}} '''W.I.N.C.E''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct. 1st to Oct. 31st 2023)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec. 1st to Jan. 1st, 2022)&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Forged somewhere in the depths of space by an unknown civilization probably centuries ago. It's cool though that they fit in modern arcade machine coin slots.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Found drifting amidst the vast expanse of space. The allure to unleash its powers is undeniably strong.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Rolling this particular die turns out to be quite difficult as you need an anti-table to prevent planetary-scale matter annihilation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Google's Treasure Bag'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
Defeat a mimic. Not 100% droprate, so defeat many mimics.&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Named after its tamer, Google, this friendly mimic masquerades as a treasure bag. Unlike its deceptive kin, it warmly guides adventurers to wealth, infusing their journey with a playful mischief that enriches every step.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 A must take on any adventure! (increases the chance of finding tokens and skillpoints as well as the amount of tokens)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Una's Replicator'''}}&lt;br /&gt;
|Una's clue #1 &amp;lt;spoiler&amp;gt;''Maybe y'all should go touch grass......... in the game.''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Una's clue #2 &amp;lt;spoiler&amp;gt;''I think you're way overthinking it. If someone tells you to go touch grass, where are you going?''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Location: &amp;lt;spoiler&amp;gt;[[Town]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;[[Town]] level 1000. (10% chance to appear?)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Una's replicator, a marvel of ancient craftsmanship, is named in honor of its creator, Una. This intricate device is capable of converting the town's hard-earned XP into valuable skillpoints.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Gains up to 1000 extra skillpoints using excess [[Town]] XP. (XP needed per SP: n&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*1000, where n from 1 to 1000)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Nar's Tubular Test Tube'''}}&lt;br /&gt;
|Nar's clue #1&amp;lt;spoiler&amp;gt;''My module helps with the artifact unlock but you gonna need more than that''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Kill an enemy with an element not normally present in a region&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This potent fluid required 31 experiments for Nar to create, but in the end, he succeeded in producing something that will boost the tower's base armor without the need for any modules. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increase base armor of all elements by 1.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Seraphiel's Microphone Staff'''}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This unholy device turns any recording into a haunting chorus that is heard directly inside the head of every worker standing inside the manufacture, causing them to reach peak efficiency.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the strength of all manufacture boosters by 0.5% per researched artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3840</id>
		<title>Challenge Mode</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3840"/>
		<updated>2025-09-18T01:29:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: added the navigation to the bottom of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.&lt;br /&gt;
&lt;br /&gt;
There are 2 modes to challenges: &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Hard Mode imposes extra restrictions to increase the difficulty on top of the restrictions from Normal Mode, such as:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges have double the required amount of waves needed for completion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Page needs to include Hard Mode Challenges''' https://github.com/bluecats-Perfect-Tower-2/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Use these or link above for normal mode'''&lt;br /&gt;
https://github.com/bluecats-Perfect-Tower-2/bluecats-PerfectTower2-comp./blob/Yoshi128986-normal-mode/Challenges/Easymode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.'''&lt;br /&gt;
&lt;br /&gt;
 If you have alternate solutions to Challenges that are not here, please use the [[Talk:Challenge_Mode|Discussion]] page or create another solution box instead of editing an existing solution with your own solution.&lt;br /&gt;
&lt;br /&gt;
=Forest Challenges (Region 1)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c1-1)==&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Symphony Of Water And Fire.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 111&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Basic Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
**Basic Regeneration&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7Zm91bmRhdGlvbi5kaWFtb25kO3NoZWxsLmZpcmU7c2hlbGwud2F0ZXI7c2hpZWxkLmJhc2ljO2JhcnJpZXIuZWxlY3RyaWNpdHk7YmFycmllci53YXRlcjtyZXNpc3RhbmNlLmVsZW1lbnRhbA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Fire Shell&lt;br /&gt;
**Water Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Electricity Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Elemental Resistance&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge Software from inside the Headquarters are important (although not necessary) to make this much faster and to keep the Shell Modules from reseting&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c1-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 325&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
| +5% Resource Drops per Completed Challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (Credits to @Tortoise Box#9049)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Combustion&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c1-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|[[File:Archer.png|40px|Archer|link=Special:FilePath/Archer.png]] [[File:Assasin.png|40px|Assasin|link=Special:FilePath/Assasin.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Coffee#5926)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Fire Barrier&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NclNCsIwEEDhq4TsDRR35gJuPEFxMSajCcSZMD8gSO9euujyfe8fX8NxSifTeAtrLMvlGu6PoDzcOlMGF0gNQUyN50TJb3aqcMxUO3yZataGYyQCc8EsqF0NqOAp+CsN6HN2fG47&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Nature Resistance&lt;br /&gt;
**Nature Exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes: Fixed for v0.51.0. Keep your software on to not lose the Shell buff between waves. This one takes a long time (~50 min / 25 min on 2x / 17 min on 3x).&lt;br /&gt;
&lt;br /&gt;
Potential Improvenments: You won't see your hp bar moving for the entire run, so you could swap out either Resistance or Exchange for Unholy Aura to increase your dps by 40% (UNTESTED).&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c1-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Water}} {{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @DeserveVictory#3600)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAjNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNlO3NoYXJkcy5pY2U7YXR0YWNrLnNwYXJr&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Ice Shards&lt;br /&gt;
**Sparks&lt;br /&gt;
&lt;br /&gt;
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (fixed by @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt; '''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RcoxCoUwDADQq5TuFgQne4G//BN8HGIbaDCmxaSTeHcX5a+Pd/qVO7aDxNTP7ufTOEzu83VauRtViWAGaQt7ZyMt1aIaklBIBUgwhxWY35Th2ARVI+0NresfnqANMfvlugE= &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Multishoot&lt;br /&gt;
**Steini's Chained Ball&lt;br /&gt;
**Darkness Attack&lt;br /&gt;
**Darkness Impetus&lt;br /&gt;
**Attack Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes: Fixed for v0.51.0. No Software. Might die on later rounds if your multishoot luck is rotten.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c1-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Are The Neutrals Evolving?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 20&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral enemies are IMMUNE to anything except universal&lt;br /&gt;
*Universal damage can ONLY damage neutral enemies&lt;br /&gt;
*Tower element type is considered universal instead of neutral&lt;br /&gt;
|{{Module|Special|size=30px}} '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Traxaner#3385)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 QzU7YXR0YWNrLnVuaXZlcnNhbDtmb2N1cy51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2F1cmEuaGVhcnRzdG9wcGVyO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9u&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Universal Attack&lt;br /&gt;
**Universal Focus&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: Used with 250% universal museum powerstone boost&lt;br /&gt;
&lt;br /&gt;
Forest Gift or Checkerboard Aura should be strictly better than Energy Regeneration as Universal Focus shouldn't need to be used more than 6 times, and Energy starts off with max energy(40000)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Bickerll)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 aGFyZCBjaGFsbGVuZ2UgNTtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlY3ljbGluZztmb3VuZGF0aW9uLmRpYW1vbmQ7YXVyYS5oZWFydHN0b3BwZXI7Zm91bmRhdGlvbi5tYXJibGU7c3BlbGwudm9pZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Marble Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Recycling&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Void&lt;br /&gt;
&lt;br /&gt;
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c1-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Piercing &amp;quot;Arrows&amp;quot;. Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 10&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Forest Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDY7c2hpZWxkLnVuaXZlcnNhbDthdHRhY2submF0dXJlc3RvdWNoO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5maXJlO2F1cmEudW5ob2x5O3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5tYWdtYQ==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Multishot&lt;br /&gt;
**Nature Attack&lt;br /&gt;
**Fire Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Shield of Frost&lt;br /&gt;
**Unholy Aura&lt;br /&gt;
**Frost Aura&lt;br /&gt;
**Daigoparry&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Universal Shield&lt;br /&gt;
&lt;br /&gt;
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Desert Challenges (Region 2)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c2-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Wizards Of Light Blend In With The Scenery.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}}&lt;br /&gt;
|[[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to T1&lt;br /&gt;
|&lt;br /&gt;
*Modules start at '''level 0'''&lt;br /&gt;
*Utility modules keep their original tier and level&lt;br /&gt;
*Enemies don't drop '''XP'''&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
| +1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge. (Applied retroactively)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141))&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMTtmb3VuZGF0aW9uLmdyYW5pdGU7c2hlbGwubGlnaHQ7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtzcGVsbC5kZXNwZXJhZG87Ym9udXMub2ZmZW5zaXZlO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO2JvbnVzLmRlZmVuc2l2ZTtlbmVyZ3kuZmxvdw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Desperado&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Light Shell&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Adaptive Regeneration&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Offensive Pack&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
**Defensive Pack&lt;br /&gt;
**Energy Flow&lt;br /&gt;
&lt;br /&gt;
Notes: Upgrade your utility modules to T5 to be less dependent on RNG. Keep spamming desperado through out. It will take a while.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c2-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Sandstorm From The Root.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M=&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Darkness Attack&lt;br /&gt;
**Fire Breath&lt;br /&gt;
**Soul Harvesting&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Combustion&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Darkness Burst&lt;br /&gt;
&lt;br /&gt;
Another solution: PcsxDsIwDEbhq0SZYKBDRjrCLRCDk/5Qq8GpbGdC3J2FMH7Se++Ya8euLG7xHG7xCoN6uKxUK+SJkMIhndJxJncq27SQbgKzYduBZSC3LgVDr16dbW0+59bMJyHvih+IdXQP1v+TybjE++cL&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c2-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Assassins Don't Like Sand. They Are Not The Only Type Of Enemy You Will Face Between The Dunes ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]]  [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMztzaGVsbC5lbGVjdHJpY2l0eTtmb3VuZGF0aW9uLnN0b25lO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLmVhcnRo&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Earth Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Electricity Shell&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c2-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Do You Get When You Combine Two Bosses And Three Tanks? That's Right. A Half-buried Camel In The Sand.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] and [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA0O2dpZnQuZm9yZXN0O2JhcnJpZXIuYWlyO2JhcnJpZXIud2F0ZXI7YmFycmllci5uYXR1cmU7c2hpZWxkLmJhc2ljO2ZvdW5kYXRpb24uZGlhbW9uZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Forest Gift&lt;br /&gt;
**Air Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c2-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Storm Of Spells And Arrows Is Approaching, Stay Firm And You Will Unlock The Secret Power Of The Desert.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA1O3NwZWxsLmZpcmVzdG9ybTtzcGVsbC5saWZlbGVlY2g7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLmFpcjtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlZ2VuZXJhdGlvbg==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Modules:&lt;br /&gt;
**FireStorm&lt;br /&gt;
**Lifeleech&lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Air Shell&lt;br /&gt;
&lt;br /&gt;
*Utility Modules:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: This take a really long time(14 minutes in in-game time). All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c2-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Cacti Are The Remains Of The Assassins Turned Into Plants By The Wizards ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 25&lt;br /&gt;
|{{Element|Light}} {{Element|Nature}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] [[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 0.1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 100&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Desert Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to Moszuke)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.&lt;br /&gt;
&lt;br /&gt;
maybe you can use something to reduce cooldown or reset cooldown etc etc.. but this is the minimum to beat it. (super tower not needed)&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Winter Challenges (Region 3)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c3-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Harsh Cold Greatly Enhances The Resistance To Negative Magic Of All The Creatures In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot be slowed below their base movement speed&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
*Enemies have 75% stun resistance&lt;br /&gt;
| +3% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c3-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Craft Of War.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Tower starts with 400% increased attack cooldown&lt;br /&gt;
*Map is covered in a snowstorm&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Snowstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Attack focused build with little chance of dying.&lt;br /&gt;
&lt;br /&gt;
Offensive:&lt;br /&gt;
- Rapidfire&lt;br /&gt;
- Basic Bouncing&lt;br /&gt;
- Basic Attack&lt;br /&gt;
- Attack Speed&lt;br /&gt;
- Darkness Attack&lt;br /&gt;
- Electricity Attack&lt;br /&gt;
&lt;br /&gt;
Defensive:&lt;br /&gt;
- Air Shell&lt;br /&gt;
- Water Shell&lt;br /&gt;
- Water Resistance&lt;br /&gt;
- Air Resistance&lt;br /&gt;
- Diamond Foundation&lt;br /&gt;
- Generic Resistance&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZYxBCsJADEWvUuYAXbi0Sw/hQlykM782dExLkiJSvLsjOFRw99//L9lCn1csyuIWjs0lnEuCNqeRcnPobETOLbF+04PK2CmMzUki/ouPO8yrJHKepU1M91nSr3GDQDl25E5xapUWTgMratGX67gT2e7aAqQKiXQSmFVGRvTymP0Zrq83&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c3-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Tower attacks per second affect enemies base movement speed on spawn&lt;br /&gt;
*Tower attacks per second affect enemies base health regeneration on spawn&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;spoiler&amp;gt;&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
&lt;br /&gt;
PYsxDgIxDAS/EuUBaehIySMoEIUv9hHrTBI5PiF04u+kIHQ7M9rDL7JTUy7W/dnd/HUsUnfJIO4UeyaR8IKh4lr3gmBcS0CGZy34ywi6Feo9ghmkLSg0xpWVpljGM/2pNyKcQELJlBPbeyrhRzZ//3wB&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c3-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like The Enemies Are Coming Straight Out Of Jötunheim. Is There Anything To Stop Them?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Every unit that spawns increases the tower's attack cooldown by 0.001 seconds&lt;br /&gt;
*Base health and damage of enemies is squared&lt;br /&gt;
| +1% wave acceleration factor for wave streaming per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Equip {{Module|Utility|size=30px}}Energy, {{Module|Utility|size=30px}}Energy regeneration, {{Module|Defensive|size=30px}}Shock ward, {{Module|Utility|size=30px}}Neutral response, {{Module|Ultimate|size=30px}}Void&lt;br /&gt;
&lt;br /&gt;
*Use Shock Ward to stun ennemies and avoid being attacked.&lt;br /&gt;
*Pause the game.&lt;br /&gt;
*Use Neutral response to transform all ennemies into neutral.&lt;br /&gt;
*Use Void to instant kill all neutral ennemies.&lt;br /&gt;
*Unpause the game.&lt;br /&gt;
*Wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
Any global, Water and Darkness resistances are welcome.&lt;br /&gt;
&lt;br /&gt;
You can use the Basic Shield + Barriers modules combo to deal with early waves.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c3-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Defeat Olaf!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Olaf!&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Mjölnir'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @miner#2281)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*offensive modules:&lt;br /&gt;
**electricity attack &lt;br /&gt;
**nature attack&lt;br /&gt;
**light attack&lt;br /&gt;
**attack speed &lt;br /&gt;
**combustion&lt;br /&gt;
**basic bouncing &lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**granite foundation &lt;br /&gt;
**heartstopper aura &lt;br /&gt;
**elemental resistance &lt;br /&gt;
**adaptive regeneration &lt;br /&gt;
&lt;br /&gt;
Notes: heartstopper aura is the star of the show here. basic bouncing is for speed and combustion might not be needed, i haven't tested it. you don't need granite foundation, diamond should work fine, but stone doesn't have enough base hitpoints to withstand later waves and olaf. this blueprint also worked for c3-2 but is really not optimized for it, I'm sure there are better ways to do it.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c3-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies gain 1% resistance per enemy on the map (additive)&lt;br /&gt;
*Enemies become invulnerable to almost all damage when 100 enemies are on the map&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Winter's Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;spoiler&amp;gt;&lt;br /&gt;
One note. DO NOT WAVE STREAM.&lt;br /&gt;
&lt;br /&gt;
Import Code:&lt;br /&gt;
PcwxCsMwDEDRqxTv9VLoUI89RujgSHIiUOQgy4USevdmKB7/G/4RZum0G6u38LhM4Xm73lNbmQRj3nbhwmQD8J0VCNOczU6PJARuDOyfYcLL6qMKG43Q7P3M/61rqYKsS0IqpI0iVMUOXi28vj8=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=Underground Challenges (Region 4)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c4-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide damage based on the wave they spawned in&lt;br /&gt;
| +1% {{Element|Earth}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c4-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Tormented Spirits Of Old Miners Will Haunt Your Tower&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] and [[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack&lt;br /&gt;
| +3% {{Element|Earth}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to XenoDarth)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import code:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;display:inline-block; width:75%; word-wrap:anywhere&amp;quot;&amp;gt;VW5kZXJncm91bmQgQ2hhbGxlbmdlICMyO2ZvdW5kYXRpb24uZGlhbW9uZDtzaGllbGQuYmFzaWM7YmFycmllci5uYXR1cmU7YmFycmllci5saWdodDtzaGVsbC5lYXJ0aDtzaGVsbC5kYXJrbmVzcztyZXNpc3RhbmNlLmFicy5lYXJ0aDtyZXNpc3RhbmNlLmFicy5kYXJrbmVzcw==&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
* Defensive Module&lt;br /&gt;
** Diamond Foundation&lt;br /&gt;
** Basic Shield&lt;br /&gt;
** Nature Barrier&lt;br /&gt;
** Light Barrier&lt;br /&gt;
** Earth Shell&lt;br /&gt;
** Darkness Shell&lt;br /&gt;
** Earth Armor&lt;br /&gt;
** Darkness Armor&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Use of the Auto Skip, Wave Streaming, and Wave Surge softwares, obtainable from the Headquarters, are encouraged.&lt;br /&gt;
* You will take ~20-25% damage to your shield at the beginning of the round before gaining enough Darkness Shell buffs to reduce the damage taken to an amount that Darkness Armor can fully nullify. Damage from Earth enemies will already be nullified from the outset.&lt;br /&gt;
* With enough patience (~1 hour of nonaccelerated game time), this can also work in hardmode. And yes, I have tested it in hardmode. Didn't think it'll work.&lt;br /&gt;
* If you have access to [[Modules#Era|era modules]], you can also equip Advanced Shield and Shield Amplifier to progress even faster (~4 minutes of nonaccelerated game time in hardmode), as damage from the Barrier modules scale with maximum shieldpoints.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c4-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies ONLY take 100% damage from their own element type&lt;br /&gt;
*Enemies are IMMUNE to any other element type damage except for their own&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Aftershock'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c4-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Found A Deep, Hot Ravine.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)&lt;br /&gt;
*Destroying light enemies damages the tower for 33% of its current shield as light damage&lt;br /&gt;
*Destroying earth enemies reduces the current energy of the tower by 33%&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Tremors'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c4-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces nature resistance and deals damage based on max. hp&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Poison Sting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c4-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 75&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are invisible and untargetable&lt;br /&gt;
*Enemies become visible and targetable for 0.25 sec. after attacking&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Underground gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Volcano Challenges (Region 5)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c5-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Shells Of These Magma Entities Seem Impervious. Can You Survive Them Or Find Other Means To Defeat Them Until They Cool Off?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Fire}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with 1e100 generic armor&lt;br /&gt;
*Enemies start with negative health regeneration&lt;br /&gt;
*Enemies deal 1000 times more damage than normaly&lt;br /&gt;
| +1% {{Element|Fire}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c5-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies can only be damaged by using water or any module that ignores their element&lt;br /&gt;
*Enemies ignore elemental damage amplification/reduction from the element grid when attacking&lt;br /&gt;
|{{Module|Special|size=30px}} '''Molten Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c5-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*You cannot use gems to upgrade modules&lt;br /&gt;
*Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
| +3% {{Element|Fire}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to RookieError)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.&lt;br /&gt;
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c5-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Enemies In This Section Have Developed A Really Strong Shield.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shield points&lt;br /&gt;
*Shield amount is equal to max. hitpoint raised to the power of 3&lt;br /&gt;
*Boss units can spawn randomly like regular unit types&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Heatwave'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c5-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Volcano Is About To Erupt! Seems Like The Ashes Falling From The Sky Protect The Inhabitants Of This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Rain of Ashes'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c5-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Everytime a unit spawns or dies the tower loses 25% of its current health, shield and energy&lt;br /&gt;
*Health and shield loss is not considered incoming damage&lt;br /&gt;
*For each module you bring into this challenge the loss amount increases by 2%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Volcano gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=High Mountain Challenges (Region 6)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c6-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The High Air Density In This Area Creates A Significant Amount Of Pressure.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies reflect 100% of non-air damage&lt;br /&gt;
| +1% {{Element|Air}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c6-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like The Archers In This Area Have Incredibly Sharp Senses.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies will have +100% attack range&lt;br /&gt;
*Enemies are immune to fire and darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Storm Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c6-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Their Golems Seem To Be Indestructible Although Short-Lived.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Air enemies have 1000% movement speed&lt;br /&gt;
*Air enemies are immune to stuns&lt;br /&gt;
*Earth enemies are immune to all types of damage (immunity shows up as resistance)&lt;br /&gt;
*Earth enemies have negative health regeneration&lt;br /&gt;
| +3% {{Element|Air}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c6-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemy health is multiplied by 100&lt;br /&gt;
*Enemy damage is multiplied by {{Number|1e100}}&lt;br /&gt;
*Enemies move very slowly&lt;br /&gt;
*Enemies are immune to darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Special|size=30px}} '''Aero Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c6-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Alert The Local Fauna.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Goats will occasionally roam across the map&lt;br /&gt;
*Goats deal 20% of of the tower's max hp as air damage upon contact&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Stampede'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c6-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Area of effect of active, passive and aura modules is reduced by 90%&lt;br /&gt;
*Base attack range of the tower is 3m instead of 18m&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''High Mountain Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Jungle Challenges (Region 7)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c7-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Who Knows What Lurks In The Thicket?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces attack speed and attack range&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +3% {{Element|Nature}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c7-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Rainy Climate And Humid Temperatures Provide The Perfect Environment For Exceptional Growth.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Max. hitpoints and damage of enemies increase over time&lt;br /&gt;
*Enemies regenerate 20% of their max. HP per second&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Monsoon Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c7-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Never Confuse Venomous With Poisonous!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies are poisonous (not venomous)&lt;br /&gt;
*Attacking enemies inflicts a poison effect on the attacker for each damage instance hitting them&lt;br /&gt;
*Poison deals nature damage based on max. HP and reduces the nature resistance&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +1% {{Element|Nature}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c7-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Beasts Withstand Anything. We Should Not Make Too Much Noise.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Nature}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to debuffs and stuns&lt;br /&gt;
*Enemies spawn with x8 HP and damage for each module inside your blueprint&lt;br /&gt;
*Enemies spawn with 99% generic damage resistance&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Gaia's Protection'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c7-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Is The Coconut?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are Monkeys&lt;br /&gt;
*Whenever a Monkey dies all other Monkeys gain x10 health and damage&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Return to Monkey'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c7-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Proof That You Are The King Of The Jungle!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shieldpoints equal to their max. health&lt;br /&gt;
*Enemies regenerate 50% of their max. health per second&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Jungle Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Metallic Ruins Challenges (Region 8)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c8-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like We Have To Choose Between Hitting Against Rocks Or Getting Electrocuted ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies have a 10% chance to stun an attacker&lt;br /&gt;
*Electricity enemies have a 10% chance to stun their target when attacking&lt;br /&gt;
*Stuns from enemies last up to 10 seconds&lt;br /&gt;
| +3% {{Element|Electricity}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c8-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Are Short-Circuiting All Of Our Machines!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Killing Electricity enemies increases the cooldown of all active modules by 1% for each Ultimate module in your blueprint (additively with itself)&lt;br /&gt;
| +5% Factory Producer production per completed challenge (ALL producers)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c8-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Static In The Air Seems To Cause Some Sort Of Levitation Effect On Projectiles.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Air}}&lt;br /&gt;
|Archer&lt;br /&gt;
|&lt;br /&gt;
*Max. 16 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Archers spawn with an attack range of 100m but with negaitve health regeneration&lt;br /&gt;
*Cooldown of all active modules is doubled&lt;br /&gt;
| +1% {{Element|Electricity}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c8-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Is Going On Here? The Elemental Laws Do Not Apply Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*All elements are immune to Earth damage&lt;br /&gt;
*All elements deal unlimited damage to Neutral elements&lt;br /&gt;
|{{Module|Special|size=30px}} '''Magnetic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c8-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tech Appears To Be Non-Fuctional In This Particluar Area. How Are We Going To Approach The Issue?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*XP drops are reduced by 99%&lt;br /&gt;
*Enemies are immune to Neutral damage&lt;br /&gt;
*Enemies are immune to Universal damage&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Battery Foundation'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c8-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Level Of Engineering Confuses Our Targeting Systems!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies can protect themselves with Gears&lt;br /&gt;
*Enemies need 100 energy to spawn a Gear&lt;br /&gt;
*Enemies with Gears are untargetable for 4 seconds&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Metallic Ruins Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Beach Challenges (Region 9)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c9-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Low Tide! Where Is The Water?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Fire is immune to Universal and Water&lt;br /&gt;
*Fire is very resistant against Earth and Fire&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Low Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c9-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+High Tide! Too Much Water.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Water is immune to Universal and Fire&lt;br /&gt;
*Water is very resistant against Earth and Water&lt;br /&gt;
|{{Module|Utility|size=30px}} '''High Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c9-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Sand Seems To Apply Crustacean-Like Features To Enemies In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Neutral, Universal, Darkness, Light and Fire damage&lt;br /&gt;
*Enemies have a 25% chance per indivitual element-type to spawn with a specific amount of base armor for said element&lt;br /&gt;
*The armor amount equals that current wave raised to the power of 10&lt;br /&gt;
| +1% Sea Mile generation Factor in the [[Shipyard]] per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c9-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+As The Waves Hit The Basement Of The Tower ... It Starts To Crumble.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies attacking the Tower will redice its generic resistance forever.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Shoreline Boost'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c9-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Crabs! Hopefully The Don't Start Dancing.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with a randomized amount of armor for each element (logarithmically distributed)&lt;br /&gt;
|Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diamond foundation, Energy, Energy regeneration, Neutral response, Void&lt;br /&gt;
&lt;br /&gt;
Takes some time but with wave surge on it shouldnot take to long&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c9-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Whatever Depths They Emerged From Is Not Of Our Concern.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Destroying enemies has a 10% chance to stun the Tower&lt;br /&gt;
*If the Tower does not get stunned it will be slowed down for 30 seconds&lt;br /&gt;
*The stun and the debuff appear as a positive buff instead of a negative one&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Beach Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ocean Challenges (Region 10)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c10-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Water Pressure Is Immense Down Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Health regeneration is disabled&lt;br /&gt;
*Using any active module has a 5% chance to instantly destroy the Tower&lt;br /&gt;
| +1% {{Element|Water}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c10-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+All This Water Really Handicaps Our Performance.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to T2&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*Base attack range is reduced by 25%&lt;br /&gt;
*Base attack cooldown is increased by 200%&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Diver's Shield'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c10-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Presence Inside This Trench Seems To Make The Local Wildlife More Aggressive.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal at least as much damage as the maximum hitpoints of the Tower&lt;br /&gt;
*Enemies spawn with 1 shieldpoint&lt;br /&gt;
*Enemies will fully block the first incoming damage instance if they have more than 0 shieldpoints&lt;br /&gt;
| +1% {{Element|Water}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c10-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Ensure To Properly Depressurize The Situation.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Base resistance against Water damage is greatly reduced&lt;br /&gt;
*Base attack cooldown increase each enemy that spawns by 5% (multiplicatively)&lt;br /&gt;
*Destroying an enemy removes the attack cooldown increase from that enemy&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Aquatic Absorption'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c10-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tower Is Heavily Restricted In This Depth. We Should Probably Bring A Good Shield To The Party ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 24 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tower max. HP are locked at 1&lt;br /&gt;
*Tower attack range is locked at 10m&lt;br /&gt;
*Tower max. energy is capped at 100&lt;br /&gt;
|{{Module|Special|size=30px}} '''Ocean Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c10-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Particular Section Of The Ocean Has A Strange Effect On Our Blueprint Compatibility.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*All damage against Neutral types is multiplied by {{Number|1e100}}&lt;br /&gt;
*Neutral damage is multiplied by x0 against all other element types&lt;br /&gt;
*Special modules can be used in this challenge regardless of their level/tier&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Ocean Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Neutral Challenges (Region 11)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c11-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Very Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
| +1% {{Element|Neutral}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c11-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Even More Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag decreases attack range by 10%&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag increases attack cooldown by 25%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Anti-Neutral Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c11-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Appears To Be Less Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
*Whenever an enemy gets destroyed a random element will become +1% (additive) more effective against Neutral but Neutral will become 2% less effective against Neutral (multiplicative)&lt;br /&gt;
| +1% {{Element|Neutral}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c11-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Now This Is Some Contrast.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c11-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Requires Pure Neutral Strength.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Taste'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c11-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Completing This Will Put Us Into A True Neutral State.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral damage heals Neutral enemies&lt;br /&gt;
*Universal damage heals Universal enemies&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies if there is at least 1 remaining unit on the map&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Neutral Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
{For jacob. I used diamond foundation fiery aura heartstopper aura&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dark Realm Challenges (Region 12)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c12-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Realm Is Void Of Any Light.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Darkness, Neutral and Universal damage&lt;br /&gt;
*Enemies deal 75% of the Tower's max. HP as additional Darkness damage&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c12-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Pure Darkness Seems To Provide Some Defensive Properties.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies only start taking damage after the 7th hit&lt;br /&gt;
*Only damage instances dealing more than 0 damage are counted as hits&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Unholy Cloak'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c12-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Directly Executing Them Won't Work.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to damage instances that exceed their max. health&lt;br /&gt;
| +1% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything with percent damage and or splash. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c12-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Darkness Is The Most Cursed Element.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*When enemies attack they apply a stacking curse on their target&lt;br /&gt;
*After the curse reaches 100 stacks the target will instantly die&lt;br /&gt;
*Enemies spawn with shield equal to their max. health&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Grim Reaper'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by The roan&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; &lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
VY1BCsMwDAS/UvwAQ3usn1J6UGzFFVFlY8mEUvr3OoEccllmFpb9uok71kZi6u6Xh4svYEbJqGEuXRIYFfGJ4F0kBRRs+eMnUIqHzFzWgxvmjfZRsLJi89rryOvJbkErMvvMEGlrKy3jEMwgLsMQk3v+/g==&lt;br /&gt;
&lt;br /&gt;
Offensive:&lt;br /&gt;
Attack speed&lt;br /&gt;
&lt;br /&gt;
Defensive:&lt;br /&gt;
Diamond foundation&lt;br /&gt;
&lt;br /&gt;
Utility:&lt;br /&gt;
Energy&lt;br /&gt;
Energy flow&lt;br /&gt;
Energy regeneration&lt;br /&gt;
&lt;br /&gt;
Ultimate:&lt;br /&gt;
Super tower&lt;br /&gt;
Super tower 2&lt;br /&gt;
Glacier spikes&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c12-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Unholy Deals In This Realm Seem To Provide Enhanced Powers.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies are immune to all elements except Earth&lt;br /&gt;
*Darkness elements spawn with shieldpoints equal to their max. healthpoints&lt;br /&gt;
*Water enemies are immune to Earth damage and move incredibly fast&lt;br /&gt;
|{{Module|Special|size=30px}} '''Soul Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c12-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Heart Of Darkness Lies Before Us. They Shall Not Pass!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have 100% debuff duration reduction&lt;br /&gt;
*Destroying an enemy divides the current hitpoints of the Tower by the max. hitpoints of the enemy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Dark Realm Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heaven Challenges (Region 13)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c13-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Light Elementals Can Fully Unleash Their Power In This Realm.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Light}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Destroying a Light enemy fully heals all other units on the map and increases their base max. health by 5% (multiplicatively)&lt;br /&gt;
| +1% {{Element|Light}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c13-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Blessings Of The Sky Provide Immense Defensive Capabilities.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot take more than 20% of their max. health as damage&lt;br /&gt;
*Enemies have a 25% chance to heal 50% of their max. health whenever taking non-Light damage.&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Sky Blessing'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c13-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Seem To Absorb High Levels Of Energy From Their Surroundings.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 28 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with Generic Armor equal to the Tower's max. health multiplied with its max. energy&lt;br /&gt;
*Enemies have 100% resistance against Light, Nature, Fire and Electricity damage.&lt;br /&gt;
| +1% {{Element|Light}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c13-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Not Even Heaven Is Devoid Of Darkness.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*All elements except for Darkness and Light deal /1000000 damage&lt;br /&gt;
*Light enemies have very high Darkness Armor&lt;br /&gt;
*Darkness enemies have very high Light Armor&lt;br /&gt;
*Light enemies that get destroyed will turn into Darkness enemies&lt;br /&gt;
*Darkness enemies that were Light enemies before move slower&lt;br /&gt;
| +1% [[Arcade]] Token reward factor per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c13-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Light Enemies Seem To Take On The Roles Of Protector In Their Natural Habitat.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Light enemies provide a massive Generic Armor boost to nearby non-Light enemies&lt;br /&gt;
|{{Module|Special|size=30px}} '''Angelic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c13-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Energy Seems To Lead To A Disadvantage Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Light}} {{Element|Electricity}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide their target's current health and shield by their target's amount of missing energy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Heaven Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Universe Challenges (Region 14)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c14-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Are The Universals Coming From? Why Does The Universe Grant Them So Much Power?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Universal enemies are immune to all elements except for Neutral and Universal&lt;br /&gt;
*Immunity is applied as inherit elemental resistance instead of regular resistance&lt;br /&gt;
*Destroying an enemy subtracts the max. health of that enemy from the Tower's base armor of the enemy's element&lt;br /&gt;
| +1% {{Element|Universal}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just a lot of attack I couldnt do it with wave streaming but it only takes like 2 minutes anyway&lt;br /&gt;
&lt;br /&gt;
VY4xCsMwDEWvYnKAHKCZAi1dSgpdOpQOiq1gEcc2lpwOpXevFlM6CPSkr6//7uZQMReKwt3BPLpxOt5O98v1PE6G2IhHMyPLACJg134GJtugRtqxMIQ24IzoBltI/oUKvvVbDULs088y1WixUYFMbqGCA+egZz24HXTvmsAhiH+pw8CCFKm3Hiii0ydBg2w50EJY+ohVikaTlMKqgbS65+cL&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c14-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Gravity Is Really Strong In This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*The Tower attacks 50 times slower&lt;br /&gt;
*Enemies move 2 times slower&lt;br /&gt;
*All enemies have 100% resistance against Light and Darkness damage.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Crit'''&lt;br /&gt;
{{Module|Offensive|size=30px}} '''Anti-Universal Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
This still works add resistence. hp. hp regen. as needed. &lt;br /&gt;
q1ZKyilNLSjKzCspVrJSiFZy9HMJcg338Xd39FPILFYoyUhVSEotLrFOyy/NS0ksyczP00vJTMzNz0uxTiwtStRLy0wtqoQwM1ITi0qKS/ILClKLkNXnJqbnJirF1gIA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c14-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Be Quick Before The Tower Gets Crushed Under The Weight Of Those Universals.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*The damage multiplier attribute of a random element gets multiplied by 0.95 whenever the Tower receives damage&lt;br /&gt;
*Attack range of enemies is doubled&lt;br /&gt;
| +1% {{Element|Universal}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heartstop aura and fiery aura seem to still work even with -99% resesistences &lt;br /&gt;
&lt;br /&gt;
q1ZKyilNLSjKzCspVrJSiFZy9HMJcg338Xd39FPILFYoyUhVSEotLrFOyy/NS0ksyczP00vJTMzNz0uxTiwtStRLy0wtqoQwM1ITi0qKS/ILClKLkNXnJqbnJirF1gIA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c14-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like Universals Dislike The Use Of Active Modules.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module&lt;br /&gt;
*All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Universal Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like heartsop aura fiery aura combo what can I say if needed just add regen/resistence&lt;br /&gt;
&lt;br /&gt;
Vc09CsJAEMXxqyx7gBzArQKKjUSwsZAUE/clu7AfYWYiiHh3lVho9+NfvPewQ1owcywqdmMutu22p935cNy3nYliNMAMEHVjXYonjbU0PlKuxTtamJoxgu8rA4hVtM4z2DEkilK5ovnk4CQgpa8ZEwp4nWOkN274vcg0ZfoPPCTY/vkC&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c14-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Sounds Way Too Easy Or Way Too Hard At The Same Time.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*XP drop rate is x125 higher&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Universal Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I beat it with diamond foundation hearstop aura fiery aura Made me realize how busted diamond foundation is.c&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c14-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Lack Of Any Tricky Rules Is Unnerving.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Universe Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chaos Challenges (Region 15)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c15-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Can't Even See Them!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are &amp;quot;faster than light&amp;quot; (We need something to slow down time itself.)&lt;br /&gt;
| +3% Generic damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I dislike this one. Use really anything that can survive I found that fiery aura plus magma foundation led to me not being touched the trick to this one is you need absolute zero. It is a module found in the freeze experiment as the last mmodule you can earn. Also turn off any speed modifiers either X2 or X3. It makes no sense but if you dont you instantly die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c15-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Retaliate Without Mercy.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal maximum damage&lt;br /&gt;
*Enemies have maximum armor&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Crate of Rex'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main reason I created an account and started editing the wiki.&lt;br /&gt;
&lt;br /&gt;
Modules I used are universal shield and reflect I havnt found anything else that works yet this also works for hard mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main reason I created an account and started editing the wiki.&lt;br /&gt;
&lt;br /&gt;
Modules I used are universal shield and reflect I havnt found anything else that works yet this also works for hard mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c15-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Ultimate Test For Our Armor.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to stuns&lt;br /&gt;
*Being attacked decreases the Tower's base armor of the enemies element by a factor of 10 (first hit will set the base armor to -1, armor gained from modules is not considered base armor)&lt;br /&gt;
| +1% Generic resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just used the same modules I used for c15-4&lt;br /&gt;
Main point is to use heartstop aura and fiery aura for damage&lt;br /&gt;
&lt;br /&gt;
VY8xTsQwEEWvEuUArqhwtQJEgxaJZgtEMbZ/HEvO2Bo7QRHi7phll026mTf6+m++ehNnZAlcS3/fvfcPI6XS3XVm7Q7Hx7en08vr8+GowRC/KkMl2Osi8L8T1ZD4xuxqY2CvaRZSQ4Csf+MIklpqyhmihzSzOwdVQ4wtcIGmxE6XjBgVuYXYwrV41NvGi0sZA6JTTHUWaCwN/t8cBnBBqyCTBQv4rLrp8kIcKvY+QLxFR8S6F57IT7QHYiKuJnls3e1/S1Xl9Nmyl8PMYYEUiv3H9w8=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c15-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Is This Even Possible?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies reflect 100% of incoming damage as pure damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Captain's Reflect'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use heartstopper aura and or fiery aura along with as much modules that do one of the following. Add hp. Add hp regen. Block incoming damage. Be aware anything that adds resistence or only blocks certain elements or will not work.&lt;br /&gt;
&lt;br /&gt;
VY8xTsQwEEWvEuUArqhwtQJEgxaJZgtEMbZ/HEvO2Bo7QRHi7phll026mTf6+m++ehNnZAlcS3/fvfcPI6XS3XVm7Q7Hx7en08vr8+GowRC/KkMl2Osi8L8T1ZD4xuxqY2CvaRZSQ4Csf+MIklpqyhmihzSzOwdVQ4wtcIGmxE6XjBgVuYXYwrV41NvGi0sZA6JTTHUWaCwN/t8cBnBBqyCTBQv4rLrp8kIcKvY+QLxFR8S6F57IT7QHYiKuJnls3e1/S1Xl9Nmyl8PMYYEUiv3H9w8=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c15-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like We Can Use Most Active Modules Only Once?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to overkill damage&lt;br /&gt;
*Active modules have infinite cooldown after being used&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Something'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I just added some stuff from my modules used on 6-5. If you are dying you can also just add as much resistence as possible and use heartstop aura and or fiery aura to complete it slower&lt;br /&gt;
&lt;br /&gt;
VY1BasQwDEWvEnIAL7sYr4Zue4NhFoqljEUd2UhyhjD07mMogXb5Hvz3X/NSOjVlcZsv023+zFBt+piWY7oKKj2/6gMkgjuk77CAcTrBGhHGpOz//VK7JDpp68XZcvVTdOGd1KBEawUsB8AdxgCjObFwSBlYCEe0lHOk0BhXVorrqCM4VwnIsFXBv8q8yrjuCiETqA9ujfTXrEx6zPefNw==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c15-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is The End Of The Road When It Comes To Challenges. Time To Show What You Are Made Of.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies mimic all the modules inside your blueprint&lt;br /&gt;
|{{Module|Legendary|size=30px}} '''Chaos Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by megas_mrc&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
use this code&lt;br /&gt;
&lt;br /&gt;
Y2hhb3MgNiBieSBNZWdhc19NUkM7YXR0YWNrLmJhc2ljO2F0dGFjay5zcGVlZDtjcml0LmJhc2ljO2F0dGFjay5saWZlc3RlYWw7YXR0YWNrLmJvdW5jZTthdHRhY2subXVsdGlzaG90O2F0dGFjay51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2ZvdW5kYXRpb24uc3RvbmU=&lt;br /&gt;
&lt;br /&gt;
I found above code got stuck on the last wave in an infinite cycle. Removed Lifesteel and added hearstop aura. &lt;br /&gt;
&lt;br /&gt;
VcwxDsIwDIXhq0Q5QEcGOiFWboAYnMRQi9SObAeEEHenSyQY/09P7x1T7diU2C3uwzkeFxALu5Be4cBF8XmSG/AM7pDvUwKjPMIaYpmzkv97ks4ZR629OtkiPqAzPVAN6nzdhgWchKdCsAqXXzIX3l66wrQgqG/dGmq8fL4=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Mewo-0.png&amp;diff=3837</id>
		<title>File:Mewo-0.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Mewo-0.png&amp;diff=3837"/>
		<updated>2025-08-23T23:17:43Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: meow, meow, meow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
meow, meow, meow&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3819</id>
		<title>Challenge Mode</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3819"/>
		<updated>2025-07-12T20:08:07Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: fixed hardmode link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.&lt;br /&gt;
&lt;br /&gt;
There are 2 modes to challenges: &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Hard Mode imposes extra restrictions to increase the difficulty on top of the restrictions from Normal Mode, such as:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges have double the required amount of waves needed for completion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Page needs to include Hard Mode Challenges''' https://github.com/bluecats-Perfect-Tower-2/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Use these or link above for normal mode'''&lt;br /&gt;
https://github.com/bluecats-Perfect-Tower-2/bluecats-PerfectTower2-comp./blob/Yoshi128986-normal-mode/Challenges/Easymode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.'''&lt;br /&gt;
&lt;br /&gt;
 If you have alternate solutions to Challenges that are not here, please use the [[Talk:Challenge_Mode|Discussion]] page or create another solution box instead of editing an existing solution with your own solution.&lt;br /&gt;
&lt;br /&gt;
=Forest Challenges (Region 1)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c1-1)==&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Symphony Of Water And Fire.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 111&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Basic Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
**Basic Regeneration&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7Zm91bmRhdGlvbi5kaWFtb25kO3NoZWxsLmZpcmU7c2hlbGwud2F0ZXI7c2hpZWxkLmJhc2ljO2JhcnJpZXIuZWxlY3RyaWNpdHk7YmFycmllci53YXRlcjtyZXNpc3RhbmNlLmVsZW1lbnRhbA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Fire Shell&lt;br /&gt;
**Water Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Electricity Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Elemental Resistance&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge Software from inside the Headquarters are important (although not necessary) to make this much faster and to keep the Shell Modules from reseting&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c1-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 325&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
| +5% Resource Drops per Completed Challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (Credits to @Tortoise Box#9049)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Combustion&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c1-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|[[File:Archer.png|40px|Archer|link=Special:FilePath/Archer.png]] [[File:Assasin.png|40px|Assasin|link=Special:FilePath/Assasin.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Coffee#5926)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Fire Barrier&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YzEtMzthdXJhLmhlYXJ0c3RvcHBlcjtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLm5hdHVyZTthdXJhLnVuaG9seQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
(Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Flame Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Magma Foundation&lt;br /&gt;
&lt;br /&gt;
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying. (Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c1-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Water}} {{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @DeserveVictory#3600)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAjNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNlO3NoYXJkcy5pY2U7YXR0YWNrLnNwYXJr&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Ice Shards&lt;br /&gt;
**Sparks&lt;br /&gt;
&lt;br /&gt;
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt; &lt;br /&gt;
'''Import Code:''' YzEtNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDtpbXBldHVzLmFpcjthdHRhY2suYWlyO3N0ZWluaS5jaGFpbmVkLmJhbGw= &amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:''' No software.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c1-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Are The Neutrals Evolving?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 20&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral enemies are IMMUNE to anything except universal&lt;br /&gt;
*Universal damage can ONLY damage neutral enemies&lt;br /&gt;
*Tower element type is considered universal instead of neutral&lt;br /&gt;
|{{Module|Special|size=30px}} '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Traxaner#3385)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 QzU7YXR0YWNrLnVuaXZlcnNhbDtmb2N1cy51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2F1cmEuaGVhcnRzdG9wcGVyO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9u&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Universal Attack&lt;br /&gt;
**Universal Focus&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: Used with 250% universal museum powerstone boost&lt;br /&gt;
&lt;br /&gt;
Forest Gift or Checkerboard Aura should be strictly better than Energy Regeneration as Universal Focus shouldn't need to be used more than 6 times, and Energy starts off with max energy(40000)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Bickerll)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 aGFyZCBjaGFsbGVuZ2UgNTtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlY3ljbGluZztmb3VuZGF0aW9uLmRpYW1vbmQ7YXVyYS5oZWFydHN0b3BwZXI7Zm91bmRhdGlvbi5tYXJibGU7c3BlbGwudm9pZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Marble Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Recycling&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Void&lt;br /&gt;
&lt;br /&gt;
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c1-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Piercing &amp;quot;Arrows&amp;quot;. Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 10&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Forest Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDY7c2hpZWxkLnVuaXZlcnNhbDthdHRhY2submF0dXJlc3RvdWNoO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5maXJlO2F1cmEudW5ob2x5O3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5tYWdtYQ==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Multishot&lt;br /&gt;
**Nature Attack&lt;br /&gt;
**Fire Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Shield of Frost&lt;br /&gt;
**Unholy Aura&lt;br /&gt;
**Frost Aura&lt;br /&gt;
**Daigoparry&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Universal Shield&lt;br /&gt;
&lt;br /&gt;
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Desert Challenges (Region 2)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c2-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Wizards Of Light Blend In With The Scenery.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}}&lt;br /&gt;
|[[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to T1&lt;br /&gt;
|&lt;br /&gt;
*Modules start at '''level 0'''&lt;br /&gt;
*Utility modules keep their original tier and level&lt;br /&gt;
*Enemies don't drop '''XP'''&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
| +1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge. (Applied retroactively)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141))&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMTtmb3VuZGF0aW9uLmdyYW5pdGU7c2hlbGwubGlnaHQ7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtzcGVsbC5kZXNwZXJhZG87Ym9udXMub2ZmZW5zaXZlO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO2JvbnVzLmRlZmVuc2l2ZTtlbmVyZ3kuZmxvdw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Desperado&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Light Shell&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Adaptive Regeneration&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Offensive Pack&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
**Defensive Pack&lt;br /&gt;
**Energy Flow&lt;br /&gt;
&lt;br /&gt;
Notes: Upgrade your utility modules to T5 to be less dependent on RNG. Keep spamming desperado through out. It will take a while.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c2-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Sandstorm From The Root.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M=&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Darkness Attack&lt;br /&gt;
**Fire Breath&lt;br /&gt;
**Soul Harvesting&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Combustion&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Darkness Burst&lt;br /&gt;
&lt;br /&gt;
Another solution: PcsxDsIwDEbhq0SZYKBDRjrCLRCDk/5Qq8GpbGdC3J2FMH7Se++Ya8euLG7xHG7xCoN6uKxUK+SJkMIhndJxJncq27SQbgKzYduBZSC3LgVDr16dbW0+59bMJyHvih+IdXQP1v+TybjE++cL&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c2-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Assassins Don't Like Sand. They Are Not The Only Type Of Enemy You Will Face Between The Dunes ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]]  [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMztzaGVsbC5lbGVjdHJpY2l0eTtmb3VuZGF0aW9uLnN0b25lO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLmVhcnRo&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Earth Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Electricity Shell&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c2-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Do You Get When You Combine Two Bosses And Three Tanks? That's Right. A Half-buried Camel In The Sand.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] and [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA0O2dpZnQuZm9yZXN0O2JhcnJpZXIuYWlyO2JhcnJpZXIud2F0ZXI7YmFycmllci5uYXR1cmU7c2hpZWxkLmJhc2ljO2ZvdW5kYXRpb24uZGlhbW9uZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Forest Gift&lt;br /&gt;
**Air Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c2-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Storm Of Spells And Arrows Is Approaching, Stay Firm And You Will Unlock The Secret Power Of The Desert.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA1O3NwZWxsLmZpcmVzdG9ybTtzcGVsbC5saWZlbGVlY2g7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLmFpcjtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlZ2VuZXJhdGlvbg==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Modules:&lt;br /&gt;
**FireStorm&lt;br /&gt;
**Lifeleech&lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Air Shell&lt;br /&gt;
&lt;br /&gt;
*Utility Modules:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: This take a really long time(14 minutes in in-game time). All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c2-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Cacti Are The Remains Of The Assassins Turned Into Plants By The Wizards ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 25&lt;br /&gt;
|{{Element|Light}} {{Element|Nature}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] [[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 0.1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 100&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Desert Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to Moszuke)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.&lt;br /&gt;
&lt;br /&gt;
maybe you can use something to reduce cooldown or reset cooldown etc etc.. but this is the minimum to beat it. (super tower not needed)&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Winter Challenges (Region 3)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c3-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Harsh Cold Greatly Enhances The Resistance To Negative Magic Of All The Creatures In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot be slowed below their base movement speed&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
*Enemies have 75% stun resistance&lt;br /&gt;
| +3% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c3-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Craft Of War.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Tower starts with 400% increased attack cooldown&lt;br /&gt;
*Map is covered in a snowstorm&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Snowstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Attack focused build with little chance of dying.&lt;br /&gt;
&lt;br /&gt;
Offensive:&lt;br /&gt;
- Rapidfire&lt;br /&gt;
- Basic Bouncing&lt;br /&gt;
- Basic Attack&lt;br /&gt;
- Attack Speed&lt;br /&gt;
- Darkness Attack&lt;br /&gt;
- Electricity Attack&lt;br /&gt;
&lt;br /&gt;
Defensive:&lt;br /&gt;
- Air Shell&lt;br /&gt;
- Water Shell&lt;br /&gt;
- Water Resistance&lt;br /&gt;
- Air Resistance&lt;br /&gt;
- Diamond Foundation&lt;br /&gt;
- Generic Resistance&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZYxBCsJADEWvUuYAXbi0Sw/hQlykM782dExLkiJSvLsjOFRw99//L9lCn1csyuIWjs0lnEuCNqeRcnPobETOLbF+04PK2CmMzUki/ouPO8yrJHKepU1M91nSr3GDQDl25E5xapUWTgMratGX67gT2e7aAqQKiXQSmFVGRvTymP0Zrq83&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c3-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Tower attacks per second affect enemies base movement speed on spawn&lt;br /&gt;
*Tower attacks per second affect enemies base health regeneration on spawn&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;spoiler&amp;gt;&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
&lt;br /&gt;
PYsxDgIxDAS/EuUBaehIySMoEIUv9hHrTBI5PiF04u+kIHQ7M9rDL7JTUy7W/dnd/HUsUnfJIO4UeyaR8IKh4lr3gmBcS0CGZy34ywi6Feo9ghmkLSg0xpWVpljGM/2pNyKcQELJlBPbeyrhRzZ//3wB&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c3-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like The Enemies Are Coming Straight Out Of Jötunheim. Is There Anything To Stop Them?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Every unit that spawns increases the tower's attack cooldown by 0.001 seconds&lt;br /&gt;
*Base health and damage of enemies is squared&lt;br /&gt;
| +1% wave acceleration factor for wave streaming per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Equip {{Module|Utility|size=30px}}Energy, {{Module|Utility|size=30px}}Energy regeneration, {{Module|Defensive|size=30px}}Shock ward, {{Module|Utility|size=30px}}Neutral response, {{Module|Ultimate|size=30px}}Void&lt;br /&gt;
&lt;br /&gt;
*Use Shock Ward to stun ennemies and avoid being attacked.&lt;br /&gt;
*Pause the game.&lt;br /&gt;
*Use Neutral response to transform all ennemies into neutral.&lt;br /&gt;
*Use Void to instant kill all neutral ennemies.&lt;br /&gt;
*Unpause the game.&lt;br /&gt;
*Wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
Any global, Water and Darkness resistances are welcome.&lt;br /&gt;
&lt;br /&gt;
You can use the Basic Shield + Barriers modules combo to deal with early waves.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c3-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Defeat Olaf!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Olaf!&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Mjölnir'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @miner#2281)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*offensive modules:&lt;br /&gt;
**electricity attack &lt;br /&gt;
**nature attack&lt;br /&gt;
**light attack&lt;br /&gt;
**attack speed &lt;br /&gt;
**combustion&lt;br /&gt;
**basic bouncing &lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**granite foundation &lt;br /&gt;
**heartstopper aura &lt;br /&gt;
**elemental resistance &lt;br /&gt;
**adaptive regeneration &lt;br /&gt;
&lt;br /&gt;
Notes: heartstopper aura is the star of the show here. basic bouncing is for speed and combustion might not be needed, i haven't tested it. you don't need granite foundation, diamond should work fine, but stone doesn't have enough base hitpoints to withstand later waves and olaf. this blueprint also worked for c3-2 but is really not optimized for it, I'm sure there are better ways to do it.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c3-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies gain 1% resistance per enemy on the map (additive)&lt;br /&gt;
*Enemies become invulnerable to almost all damage when 100 enemies are on the map&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Winter's Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;spoiler&amp;gt;&lt;br /&gt;
One note. DO NOT WAVE STREAM.&lt;br /&gt;
&lt;br /&gt;
Import Code:&lt;br /&gt;
PcwxCsMwDEDRqxTv9VLoUI89RujgSHIiUOQgy4USevdmKB7/G/4RZum0G6u38LhM4Xm73lNbmQRj3nbhwmQD8J0VCNOczU6PJARuDOyfYcLL6qMKG43Q7P3M/61rqYKsS0IqpI0iVMUOXi28vj8=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=Underground Challenges (Region 4)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c4-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide damage based on the wave they spawned in&lt;br /&gt;
| +1% {{Element|Earth}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c4-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Tormented Spirits Of Old Miners Will Haunt Your Tower&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] and [[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack&lt;br /&gt;
| +3% {{Element|Earth}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to XenoDarth)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import code:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;display:inline-block; width:75%; word-wrap:anywhere&amp;quot;&amp;gt;VW5kZXJncm91bmQgQ2hhbGxlbmdlICMyO2ZvdW5kYXRpb24uZGlhbW9uZDtzaGllbGQuYmFzaWM7YmFycmllci5uYXR1cmU7YmFycmllci5saWdodDtzaGVsbC5lYXJ0aDtzaGVsbC5kYXJrbmVzcztyZXNpc3RhbmNlLmFicy5lYXJ0aDtyZXNpc3RhbmNlLmFicy5kYXJrbmVzcw==&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
* Defensive Module&lt;br /&gt;
** Diamond Foundation&lt;br /&gt;
** Basic Shield&lt;br /&gt;
** Nature Barrier&lt;br /&gt;
** Light Barrier&lt;br /&gt;
** Earth Shell&lt;br /&gt;
** Darkness Shell&lt;br /&gt;
** Earth Armor&lt;br /&gt;
** Darkness Armor&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Use of the Auto Skip, Wave Streaming, and Wave Surge softwares, obtainable from the Headquarters, are encouraged.&lt;br /&gt;
* You will take ~20-25% damage to your shield at the beginning of the round before gaining enough Darkness Shell buffs to reduce the damage taken to an amount that Darkness Armor can fully nullify. Damage from Earth enemies will already be nullified from the outset.&lt;br /&gt;
* With enough patience (~1 hour of nonaccelerated game time), this can also work in hardmode. And yes, I have tested it in hardmode. Didn't think it'll work.&lt;br /&gt;
* If you have access to [[Modules#Era|era modules]], you can also equip Advanced Shield and Shield Amplifier to progress even faster (~4 minutes of nonaccelerated game time in hardmode), as damage from the Barrier modules scale with maximum shieldpoints.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c4-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies ONLY take 100% damage from their own element type&lt;br /&gt;
*Enemies are IMMUNE to any other element type damage except for their own&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Aftershock'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c4-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Found A Deep, Hot Ravine.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)&lt;br /&gt;
*Destroying light enemies damages the tower for 33% of its current shield as light damage&lt;br /&gt;
*Destroying earth enemies reduces the current energy of the tower by 33%&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Tremors'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c4-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces nature resistance and deals damage based on max. hp&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Poison Sting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c4-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 75&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are invisible and untargetable&lt;br /&gt;
*Enemies become visible and targetable for 0.25 sec. after attacking&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Underground gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Volcano Challenges (Region 5)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c5-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Shells Of These Magma Entities Seem Impervious. Can You Survive Them Or Find Other Means To Defeat Them Until They Cool Off?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Fire}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with 1e100 generic armor&lt;br /&gt;
*Enemies start with negative health regeneration&lt;br /&gt;
*Enemies deal 1000 times more damage than normaly&lt;br /&gt;
| +1% {{Element|Fire}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c5-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies can only be damaged by using water or any module that ignores their element&lt;br /&gt;
*Enemies ignore elemental damage amplification/reduction from the element grid when attacking&lt;br /&gt;
|{{Module|Special|size=30px}} '''Molten Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c5-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*You cannot use gems to upgrade modules&lt;br /&gt;
*Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
| +3% {{Element|Fire}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to RookieError)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.&lt;br /&gt;
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c5-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Enemies In This Section Have Developed A Really Strong Shield.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shield points&lt;br /&gt;
*Shield amount is equal to max. hitpoint raised to the power of 3&lt;br /&gt;
*Boss units can spawn randomly like regular unit types&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Heatwave'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c5-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Volcano Is About To Erupt! Seems Like The Ashes Falling From The Sky Protect The Inhabitants Of This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Rain of Ashes'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c5-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Everytime a unit spawns or dies the tower loses 25% of its current health, shield and energy&lt;br /&gt;
*Health and shield loss is not considered incoming damage&lt;br /&gt;
*For each module you bring into this challenge the loss amount increases by 2%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Volcano gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=High Mountain Challenges (Region 6)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c6-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The High Air Density In This Area Creates A Significant Amount Of Pressure.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies reflect 100% of non-air damage&lt;br /&gt;
| +1% {{Element|Air}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c6-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like The Archers In This Area Have Incredibly Sharp Senses.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies will have +100% attack range&lt;br /&gt;
*Enemies are immune to fire and darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Storm Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c6-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Their Golems Seem To Be Indestructible Although Short-Lived.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Air enemies have 1000% movement speed&lt;br /&gt;
*Air enemies are immune to stuns&lt;br /&gt;
*Earth enemies are immune to all types of damage (immunity shows up as resistance)&lt;br /&gt;
*Earth enemies have negative health regeneration&lt;br /&gt;
| +3% {{Element|Air}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c6-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemy health is multiplied by 100&lt;br /&gt;
*Enemy damage is multiplied by {{Number|1e100}}&lt;br /&gt;
*Enemies move very slowly&lt;br /&gt;
*Enemies are immune to darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Special|size=30px}} '''Aero Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c6-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Alert The Local Fauna.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Goats will occasionally roam across the map&lt;br /&gt;
*Goats deal 20% of of the tower's max hp as air damage upon contact&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Stampede'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c6-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Area of effect of active, passive and aura modules is reduced by 90%&lt;br /&gt;
*Base attack range of the tower is 3m instead of 18m&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''High Mountain Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Jungle Challenges (Region 7)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c7-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Who Knows What Lurks In The Thicket?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces attack speed and attack range&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +3% {{Element|Nature}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c7-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Rainy Climate And Humid Temperatures Provide The Perfect Environment For Exceptional Growth.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Max. hitpoints and damage of enemies increase over time&lt;br /&gt;
*Enemies regenerate 20% of their max. HP per second&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Monsoon Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c7-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Never Confuse Venomous With Poisonous!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies are poisonous (not venomous)&lt;br /&gt;
*Attacking enemies inflicts a poison effect on the attacker for each damage instance hitting them&lt;br /&gt;
*Poison deals nature damage based on max. HP and reduces the nature resistance&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +1% {{Element|Nature}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c7-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Beasts Withstand Anything. We Should Not Make Too Much Noise.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Nature}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to debuffs and stuns&lt;br /&gt;
*Enemies spawn with x8 HP and damage for each module inside your blueprint&lt;br /&gt;
*Enemies spawn with 99% generic damage resistance&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Gaia's Protection'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c7-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Is The Coconut?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are Monkeys&lt;br /&gt;
*Whenever a Monkey dies all other Monkeys gain x10 health and damage&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Return to Monkey'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c7-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Proof That You Are The King Of The Jungle!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shieldpoints equal to their max. health&lt;br /&gt;
*Enemies regenerate 50% of their max. health per second&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Jungle Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Metallic Ruins Challenges (Region 8)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c8-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like We Have To Choose Between Hitting Against Rocks Or Getting Electrocuted ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies have a 10% chance to stun an attacker&lt;br /&gt;
*Electricity enemies have a 10% chance to stun their target when attacking&lt;br /&gt;
*Stuns from enemies last up to 10 seconds&lt;br /&gt;
| +3% {{Element|Electricity}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c8-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Are Short-Circuiting All Of Our Machines!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Killing Electricity enemies increases the cooldown of all active modules by 1% for each Ultimate module in your blueprint (additively with itself)&lt;br /&gt;
| +5% Factory Producer production per completed challenge (ALL producers)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c8-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Static In The Air Seems To Cause Some Sort Of Levitation Effect On Projectiles.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Air}}&lt;br /&gt;
|Archer&lt;br /&gt;
|&lt;br /&gt;
*Max. 16 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Archers spawn with an attack range of 100m but with negaitve health regeneration&lt;br /&gt;
*Cooldown of all active modules is doubled&lt;br /&gt;
| +1% {{Element|Electricity}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c8-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Is Going On Here? The Elemental Laws Do Not Apply Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*All elements are immune to Earth damage&lt;br /&gt;
*All elements deal unlimited damage to Neutral elements&lt;br /&gt;
|{{Module|Special|size=30px}} '''Magnetic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c8-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tech Appears To Be Non-Fuctional In This Particluar Area. How Are We Going To Approach The Issue?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*XP drops are reduced by 99%&lt;br /&gt;
*Enemies are immune to Neutral damage&lt;br /&gt;
*Enemies are immune to Universal damage&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Battery Foundation'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c8-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Level Of Engineering Confuses Our Targeting Systems!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies can protect themselves with Gears&lt;br /&gt;
*Enemies need 100 energy to spawn a Gear&lt;br /&gt;
*Enemies with Gears are untargetable for 4 seconds&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Metallic Ruins Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Beach Challenges (Region 9)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c9-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Low Tide! Where Is The Water?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Fire is immune to Universal and Water&lt;br /&gt;
*Fire is very resistant against Earth and Fire&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Low Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c9-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+High Tide! Too Much Water.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Water is immune to Universal and Fire&lt;br /&gt;
*Water is very resistant against Earth and Water&lt;br /&gt;
|{{Module|Utility|size=30px}} '''High Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c9-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Sand Seems To Apply Crustacean-Like Features To Enemies In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Neutral, Universal, Darkness, Light and Fire damage&lt;br /&gt;
*Enemies have a 25% chance per indivitual element-type to spawn with a specific amount of base armor for said element&lt;br /&gt;
*The armor amount equals that current wave raised to the power of 10&lt;br /&gt;
| +1% Sea Mile generation Factor in the [[Shipyard]] per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c9-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+As The Waves Hit The Basement Of The Tower ... It Starts To Crumble.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies attacking the Tower will redice its generic resistance forever.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Shoreline Boost'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c9-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Crabs! Hopefully The Don't Start Dancing.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with a randomized amount of armor for each element (logarithmically distributed)&lt;br /&gt;
|Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diamond foundation, Energy, Energy regeneration, Neutral response, Void&lt;br /&gt;
&lt;br /&gt;
Takes some time but with wave surge on it shouldnot take to long&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c9-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Whatever Depths They Emerged From Is Not Of Our Concern.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Destroying enemies has a 10% chance to stun the Tower&lt;br /&gt;
*If the Tower does not get stunned it will be slowed down for 30 seconds&lt;br /&gt;
*The stun and the debuff appear as a positive buff instead of a negative one&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Beach Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ocean Challenges (Region 10)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c10-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Water Pressure Is Immense Down Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Health regeneration is disabled&lt;br /&gt;
*Using any active module has a 5% chance to instantly destroy the Tower&lt;br /&gt;
| +1% {{Element|Water}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c10-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+All This Water Really Handicaps Our Performance.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to T2&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*Base attack range is reduced by 25%&lt;br /&gt;
*Base attack cooldown is increased by 200%&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Diver's Shield'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c10-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Presence Inside This Trench Seems To Make The Local Wildlife More Aggressive.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal at least as much damage as the maximum hitpoints of the Tower&lt;br /&gt;
*Enemies spawn with 1 shieldpoint&lt;br /&gt;
*Enemies will fully block the first incoming damage instance if they have more than 0 shieldpoints&lt;br /&gt;
| +1% {{Element|Water}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c10-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Ensure To Properly Depressurize The Situation.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Base resistance against Water damage is greatly reduced&lt;br /&gt;
*Base attack cooldown increase each enemy that spawns by 5% (multiplicatively)&lt;br /&gt;
*Destroying an enemy removes the attack cooldown increase from that enemy&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Aquatic Absorption'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c10-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tower Is Heavily Restricted In This Depth. We Should Probably Bring A Good Shield To The Party ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 24 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tower max. HP are locked at 1&lt;br /&gt;
*Tower attack range is locked at 10m&lt;br /&gt;
*Tower max. energy is capped at 100&lt;br /&gt;
|{{Module|Special|size=30px}} '''Ocean Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c10-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Particular Section Of The Ocean Has A Strange Effect On Our Blueprint Compatibility.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*All damage against Neutral types is multiplied by {{Number|1e100}}&lt;br /&gt;
*Neutral damage is multiplied by x0 against all other element types&lt;br /&gt;
*Special modules can be used in this challenge regardless of their level/tier&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Ocean Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Neutral Challenges (Region 11)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c11-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Very Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
| +1% {{Element|Neutral}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c11-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Even More Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag decreases attack range by 10%&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag increases attack cooldown by 25%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Anti-Neutral Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c11-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Appears To Be Less Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
*Whenever an enemy gets destroyed a random element will become +1% (additive) more effective against Neutral but Neutral will become 2% less effective against Neutral (multiplicative)&lt;br /&gt;
| +1% {{Element|Neutral}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c11-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Now This Is Some Contrast.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c11-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Requires Pure Neutral Strength.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Taste'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c11-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Completing This Will Put Us Into A True Neutral State.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral damage heals Neutral enemies&lt;br /&gt;
*Universal damage heals Universal enemies&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies if there is at least 1 remaining unit on the map&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Neutral Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
{For jacob. I used diamond foundation fiery aura heartstopper aura&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dark Realm Challenges (Region 12)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c12-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Realm Is Void Of Any Light.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Darkness, Neutral and Universal damage&lt;br /&gt;
*Enemies deal 75% of the Tower's max. HP as additional Darkness damage&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c12-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Pure Darkness Seems To Provide Some Defensive Properties.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies only start taking damage after the 7th hit&lt;br /&gt;
*Only damage instances dealing more than 0 damage are counted as hits&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Unholy Cloak'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c12-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Directly Executing Them Won't Work.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to damage instances that exceed their max. health&lt;br /&gt;
| +1% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything with percent damage and or splash. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c12-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Darkness Is The Most Cursed Element.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*When enemies attack they apply a stacking curse on their target&lt;br /&gt;
*After the curse reaches 100 stacks the target will instantly die&lt;br /&gt;
*Enemies spawn with shield equal to their max. health&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Grim Reaper'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by The roan&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; &lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
VY1BCsMwDAS/UvwAQ3usn1J6UGzFFVFlY8mEUvr3OoEccllmFpb9uok71kZi6u6Xh4svYEbJqGEuXRIYFfGJ4F0kBRRs+eMnUIqHzFzWgxvmjfZRsLJi89rryOvJbkErMvvMEGlrKy3jEMwgLsMQk3v+/g==&lt;br /&gt;
&lt;br /&gt;
Offensive:&lt;br /&gt;
Attack speed&lt;br /&gt;
&lt;br /&gt;
Defensive:&lt;br /&gt;
Diamond foundation&lt;br /&gt;
&lt;br /&gt;
Utility:&lt;br /&gt;
Energy&lt;br /&gt;
Energy flow&lt;br /&gt;
Energy regeneration&lt;br /&gt;
&lt;br /&gt;
Ultimate:&lt;br /&gt;
Super tower&lt;br /&gt;
Super tower 2&lt;br /&gt;
Glacier spikes&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c12-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Unholy Deals In This Realm Seem To Provide Enhanced Powers.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies are immune to all elements except Earth&lt;br /&gt;
*Darkness elements spawn with shieldpoints equal to their max. healthpoints&lt;br /&gt;
*Water enemies are immune to Earth damage and move incredibly fast&lt;br /&gt;
|{{Module|Special|size=30px}} '''Soul Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c12-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Heart Of Darkness Lies Before Us. They Shall Not Pass!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have 100% debuff duration reduction&lt;br /&gt;
*Destroying an enemy divides the current hitpoints of the Tower by the max. hitpoints of the enemy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Dark Realm Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heaven Challenges (Region 13)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c13-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Light Elementals Can Fully Unleash Their Power In This Realm.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Light}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Destroying a Light enemy fully heals all other units on the map and increases their base max. health by 5% (multiplicatively)&lt;br /&gt;
| +1% {{Element|Light}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c13-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Blessings Of The Sky Provide Immense Defensive Capabilities.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot take more than 20% of their max. health as damage&lt;br /&gt;
*Enemies have a 25% chance to heal 50% of their max. health whenever taking non-Light damage.&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Sky Blessing'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c13-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Seem To Absorb High Levels Of Energy From Their Surroundings.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 28 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with Generic Armor equal to the Tower's max. health multiplied with its max. energy&lt;br /&gt;
*Enemies have 100% resistance against Light, Nature, Fire and Electricity damage.&lt;br /&gt;
| +1% {{Element|Light}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c13-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Not Even Heaven Is Devoid Of Darkness.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*All elements except for Darkness and Light deal /1000000 damage&lt;br /&gt;
*Light enemies have very high Darkness Armor&lt;br /&gt;
*Darkness enemies have very high Light Armor&lt;br /&gt;
*Light enemies that get destroyed will turn into Darkness enemies&lt;br /&gt;
*Darkness enemies that were Light enemies before move slower&lt;br /&gt;
| +1% [[Arcade]] Token reward factor per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c13-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Light Enemies Seem To Take On The Roles Of Protector In Their Natural Habitat.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Light enemies provide a massive Generic Armor boost to nearby non-Light enemies&lt;br /&gt;
|{{Module|Special|size=30px}} '''Angelic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c13-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Energy Seems To Lead To A Disadvantage Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Light}} {{Element|Electricity}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide their target's current health and shield by their target's amount of missing energy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Heaven Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Universe Challenges (Region 14)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c14-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Are The Universals Coming From? Why Does The Universe Grant Them So Much Power?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Universal enemies are immune to all elements except for Neutral and Universal&lt;br /&gt;
*Immunity is applied as inherit elemental resistance instead of regular resistance&lt;br /&gt;
*Destroying an enemy subtracts the max. health of that enemy from the Tower's base armor of the enemy's element&lt;br /&gt;
| +1% {{Element|Universal}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just a lot of attack I couldnt do it with wave streaming but it only takes like 2 minutes anyway&lt;br /&gt;
&lt;br /&gt;
VY4xCsMwDEWvYnKAHKCZAi1dSgpdOpQOiq1gEcc2lpwOpXevFlM6CPSkr6//7uZQMReKwt3BPLpxOt5O98v1PE6G2IhHMyPLACJg134GJtugRtqxMIQ24IzoBltI/oUKvvVbDULs088y1WixUYFMbqGCA+egZz24HXTvmsAhiH+pw8CCFKm3Hiii0ydBg2w50EJY+ohVikaTlMKqgbS65+cL&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c14-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Gravity Is Really Strong In This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*The Tower attacks 50 times slower&lt;br /&gt;
*Enemies move 2 times slower&lt;br /&gt;
*All enemies have 100% resistance against Light and Darkness damage.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Crit'''&lt;br /&gt;
{{Module|Offensive|size=30px}} '''Anti-Universal Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
This still works add resistence. hp. hp regen. as needed. &lt;br /&gt;
q1ZKyilNLSjKzCspVrJSiFZy9HMJcg338Xd39FPILFYoyUhVSEotLrFOyy/NS0ksyczP00vJTMzNz0uxTiwtStRLy0wtqoQwM1ITi0qKS/ILClKLkNXnJqbnJirF1gIA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c14-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Be Quick Before The Tower Gets Crushed Under The Weight Of Those Universals.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*The damage multiplier attribute of a random element gets multiplied by 0.95 whenever the Tower receives damage&lt;br /&gt;
*Attack range of enemies is doubled&lt;br /&gt;
| +1% {{Element|Universal}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heartstop aura and fiery aura seem to still work even with -99% resesistences &lt;br /&gt;
&lt;br /&gt;
q1ZKyilNLSjKzCspVrJSiFZy9HMJcg338Xd39FPILFYoyUhVSEotLrFOyy/NS0ksyczP00vJTMzNz0uxTiwtStRLy0wtqoQwM1ITi0qKS/ILClKLkNXnJqbnJirF1gIA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c14-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like Universals Dislike The Use Of Active Modules.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module&lt;br /&gt;
*All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Universal Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like heartsop aura fiery aura combo what can I say if needed just add regen/resistence&lt;br /&gt;
&lt;br /&gt;
Vc09CsJAEMXxqyx7gBzArQKKjUSwsZAUE/clu7AfYWYiiHh3lVho9+NfvPewQ1owcywqdmMutu22p935cNy3nYliNMAMEHVjXYonjbU0PlKuxTtamJoxgu8rA4hVtM4z2DEkilK5ovnk4CQgpa8ZEwp4nWOkN274vcg0ZfoPPCTY/vkC&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c14-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Sounds Way Too Easy Or Way Too Hard At The Same Time.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*XP drop rate is x125 higher&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Universal Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I beat it with diamond foundation hearstop aura fiery aura Made me realize how busted diamond foundation is.c&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c14-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Lack Of Any Tricky Rules Is Unnerving.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Universe Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chaos Challenges (Region 15)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c15-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Can't Even See Them!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are &amp;quot;faster than light&amp;quot; (We need something to slow down time itself.)&lt;br /&gt;
| +3% Generic damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I dislike this one. Use really anything that can survive I found that fiery aura plus magma foundation led to me not being touched the trick to this one is you need absolute zero. It is a module found in the freeze experiment as the last mmodule you can earn. Also turn off any speed modifiers either X2 or X3. It makes no sense but if you dont you instantly die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c15-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Retaliate Without Mercy.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal maximum damage&lt;br /&gt;
*Enemies have maximum armor&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Crate of Rex'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main reason I created an account and started editing the wiki.&lt;br /&gt;
&lt;br /&gt;
Modules I used are universal shield and reflect I havnt found anything else that works yet this also works for hard mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main reason I created an account and started editing the wiki.&lt;br /&gt;
&lt;br /&gt;
Modules I used are universal shield and reflect I havnt found anything else that works yet this also works for hard mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c15-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Ultimate Test For Our Armor.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to stuns&lt;br /&gt;
*Being attacked decreases the Tower's base armor of the enemies element by a factor of 10 (first hit will set the base armor to -1, armor gained from modules is not considered base armor)&lt;br /&gt;
| +1% Generic resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just used the same modules I used for c15-4&lt;br /&gt;
Main point is to use heartstop aura and fiery aura for damage&lt;br /&gt;
&lt;br /&gt;
VY8xTsQwEEWvEuUArqhwtQJEgxaJZgtEMbZ/HEvO2Bo7QRHi7phll026mTf6+m++ehNnZAlcS3/fvfcPI6XS3XVm7Q7Hx7en08vr8+GowRC/KkMl2Osi8L8T1ZD4xuxqY2CvaRZSQ4Csf+MIklpqyhmihzSzOwdVQ4wtcIGmxE6XjBgVuYXYwrV41NvGi0sZA6JTTHUWaCwN/t8cBnBBqyCTBQv4rLrp8kIcKvY+QLxFR8S6F57IT7QHYiKuJnls3e1/S1Xl9Nmyl8PMYYEUiv3H9w8=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c15-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Is This Even Possible?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies reflect 100% of incoming damage as pure damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Captain's Reflect'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use heartstopper aura and or fiery aura along with as much modules that do one of the following. Add hp. Add hp regen. Block incoming damage. Be aware anything that adds resistence or only blocks certain elements or will not work.&lt;br /&gt;
&lt;br /&gt;
VY8xTsQwEEWvEuUArqhwtQJEgxaJZgtEMbZ/HEvO2Bo7QRHi7phll026mTf6+m++ehNnZAlcS3/fvfcPI6XS3XVm7Q7Hx7en08vr8+GowRC/KkMl2Osi8L8T1ZD4xuxqY2CvaRZSQ4Csf+MIklpqyhmihzSzOwdVQ4wtcIGmxE6XjBgVuYXYwrV41NvGi0sZA6JTTHUWaCwN/t8cBnBBqyCTBQv4rLrp8kIcKvY+QLxFR8S6F57IT7QHYiKuJnls3e1/S1Xl9Nmyl8PMYYEUiv3H9w8=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c15-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like We Can Use Most Active Modules Only Once?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to overkill damage&lt;br /&gt;
*Active modules have infinite cooldown after being used&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Something'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I just added some stuff from my modules used on 6-5. If you are dying you can also just add as much resistence as possible and use heartstop aura and or fiery aura to complete it slower&lt;br /&gt;
&lt;br /&gt;
VY1BasQwDEWvEnIAL7sYr4Zue4NhFoqljEUd2UhyhjD07mMogXb5Hvz3X/NSOjVlcZsv023+zFBt+piWY7oKKj2/6gMkgjuk77CAcTrBGhHGpOz//VK7JDpp68XZcvVTdOGd1KBEawUsB8AdxgCjObFwSBlYCEe0lHOk0BhXVorrqCM4VwnIsFXBv8q8yrjuCiETqA9ujfTXrEx6zPefNw==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c15-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is The End Of The Road When It Comes To Challenges. Time To Show What You Are Made Of.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies mimic all the modules inside your blueprint&lt;br /&gt;
|{{Module|Legendary|size=30px}} '''Chaos Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by megas_mrc&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
use this code&lt;br /&gt;
&lt;br /&gt;
Y2hhb3MgNiBieSBNZWdhc19NUkM7YXR0YWNrLmJhc2ljO2F0dGFjay5zcGVlZDtjcml0LmJhc2ljO2F0dGFjay5saWZlc3RlYWw7YXR0YWNrLmJvdW5jZTthdHRhY2subXVsdGlzaG90O2F0dGFjay51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2ZvdW5kYXRpb24uc3RvbmU=&lt;br /&gt;
&lt;br /&gt;
I found above code got stuck on the last wave in an infinite cycle. Removed Lifesteel and added hearstop aura. &lt;br /&gt;
&lt;br /&gt;
VcwxDsIwDIXhq0Q5QEcGOiFWboAYnMRQi9SObAeEEHenSyQY/09P7x1T7diU2C3uwzkeFxALu5Be4cBF8XmSG/AM7pDvUwKjPMIaYpmzkv97ks4ZR629OtkiPqAzPVAN6nzdhgWchKdCsAqXXzIX3l66wrQgqG/dGmq8fL4=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3774</id>
		<title>Challenge Mode</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3774"/>
		<updated>2025-05-29T13:48:04Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.&lt;br /&gt;
&lt;br /&gt;
There are 2 modes to challenges: &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Hard Mode imposes extra restrictions to increase the difficulty on top of the restrictions from Normal Mode, such as:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges have double the required amount of waves needed for completion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Page needs to include Hard Mode Challenges''' https://github.com/Blueturbo47/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Use these or link above for normal mode'''&lt;br /&gt;
https://github.com/bluecats-Perfect-Tower-2/bluecats-PerfectTower2-comp./blob/Yoshi128986-normal-mode/Challenges/Easymode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.'''&lt;br /&gt;
&lt;br /&gt;
 If you have alternate solutions to Challenges that are not here, please use the [[Talk:Challenge_Mode|Discussion]] page or create another solution box instead of editing an existing solution with your own solution.&lt;br /&gt;
&lt;br /&gt;
=Forest Challenges (Region 1)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c1-1)==&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Symphony Of Water And Fire.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 111&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Basic Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
**Basic Regeneration&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7Zm91bmRhdGlvbi5kaWFtb25kO3NoZWxsLmZpcmU7c2hlbGwud2F0ZXI7c2hpZWxkLmJhc2ljO2JhcnJpZXIuZWxlY3RyaWNpdHk7YmFycmllci53YXRlcjtyZXNpc3RhbmNlLmVsZW1lbnRhbA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Fire Shell&lt;br /&gt;
**Water Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Electricity Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Elemental Resistance&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge Software from inside the Headquarters are important (although not necessary) to make this much faster and to keep the Shell Modules from reseting&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c1-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 325&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
| +5% Resource Drops per Completed Challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (Credits to @Tortoise Box#9049)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Combustion&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c1-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|[[File:Archer.png|40px|Archer|link=Special:FilePath/Archer.png]] [[File:Assasin.png|40px|Assasin|link=Special:FilePath/Assasin.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Coffee#5926)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Fire Barrier&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YzEtMzthdXJhLmhlYXJ0c3RvcHBlcjtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLm5hdHVyZTthdXJhLnVuaG9seQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
(Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Flame Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Magma Foundation&lt;br /&gt;
&lt;br /&gt;
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying. (Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c1-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Water}} {{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @DeserveVictory#3600)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAjNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNlO3NoYXJkcy5pY2U7YXR0YWNrLnNwYXJr&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Ice Shards&lt;br /&gt;
**Sparks&lt;br /&gt;
&lt;br /&gt;
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt; &lt;br /&gt;
'''Import Code:''' YzEtNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDtpbXBldHVzLmFpcjthdHRhY2suYWlyO3N0ZWluaS5jaGFpbmVkLmJhbGw= &amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:''' No software.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c1-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Are The Neutrals Evolving?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 20&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral enemies are IMMUNE to anything except universal&lt;br /&gt;
*Universal damage can ONLY damage neutral enemies&lt;br /&gt;
*Tower element type is considered universal instead of neutral&lt;br /&gt;
|{{Module|Special|size=30px}} '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Traxaner#3385)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 QzU7YXR0YWNrLnVuaXZlcnNhbDtmb2N1cy51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2F1cmEuaGVhcnRzdG9wcGVyO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9u&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Universal Attack&lt;br /&gt;
**Universal Focus&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: Used with 250% universal museum powerstone boost&lt;br /&gt;
&lt;br /&gt;
Forest Gift or Checkerboard Aura should be strictly better than Energy Regeneration as Universal Focus shouldn't need to be used more than 6 times, and Energy starts off with max energy(40000)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Bickerll)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 aGFyZCBjaGFsbGVuZ2UgNTtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlY3ljbGluZztmb3VuZGF0aW9uLmRpYW1vbmQ7YXVyYS5oZWFydHN0b3BwZXI7Zm91bmRhdGlvbi5tYXJibGU7c3BlbGwudm9pZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Marble Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Recycling&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Void&lt;br /&gt;
&lt;br /&gt;
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c1-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Piercing &amp;quot;Arrows&amp;quot;. Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 10&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Forest Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDY7c2hpZWxkLnVuaXZlcnNhbDthdHRhY2submF0dXJlc3RvdWNoO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5maXJlO2F1cmEudW5ob2x5O3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5tYWdtYQ==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Multishot&lt;br /&gt;
**Nature Attack&lt;br /&gt;
**Fire Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Shield of Frost&lt;br /&gt;
**Unholy Aura&lt;br /&gt;
**Frost Aura&lt;br /&gt;
**Daigoparry&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Universal Shield&lt;br /&gt;
&lt;br /&gt;
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Desert Challenges (Region 2)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c2-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Wizards Of Light Blend In With The Scenery.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}}&lt;br /&gt;
|[[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to T1&lt;br /&gt;
|&lt;br /&gt;
*Modules start at '''level 0'''&lt;br /&gt;
*Utility modules keep their original tier and level&lt;br /&gt;
*Enemies don't drop '''XP'''&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
| +1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge. (Applied retroactively)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141))&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMTtmb3VuZGF0aW9uLmdyYW5pdGU7c2hlbGwubGlnaHQ7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtzcGVsbC5kZXNwZXJhZG87Ym9udXMub2ZmZW5zaXZlO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO2JvbnVzLmRlZmVuc2l2ZTtlbmVyZ3kuZmxvdw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Desperado&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Light Shell&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Adaptive Regeneration&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Offensive Pack&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
**Defensive Pack&lt;br /&gt;
**Energy Flow&lt;br /&gt;
&lt;br /&gt;
Notes: Upgrade your utility modules to T5 to be less dependent on RNG. Keep spamming desperado through out. It will take a while.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c2-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Sandstorm From The Root.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M=&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Darkness Attack&lt;br /&gt;
**Fire Breath&lt;br /&gt;
**Soul Harvesting&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Combustion&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Darkness Burst&lt;br /&gt;
&lt;br /&gt;
Another solution: PcsxDsIwDEbhq0SZYKBDRjrCLRCDk/5Qq8GpbGdC3J2FMH7Se++Ya8euLG7xHG7xCoN6uKxUK+SJkMIhndJxJncq27SQbgKzYduBZSC3LgVDr16dbW0+59bMJyHvih+IdXQP1v+TybjE++cL&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c2-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Assassins Don't Like Sand. They Are Not The Only Type Of Enemy You Will Face Between The Dunes ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]]  [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMztzaGVsbC5lbGVjdHJpY2l0eTtmb3VuZGF0aW9uLnN0b25lO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLmVhcnRo&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Earth Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Electricity Shell&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c2-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Do You Get When You Combine Two Bosses And Three Tanks? That's Right. A Half-buried Camel In The Sand.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] and [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA0O2dpZnQuZm9yZXN0O2JhcnJpZXIuYWlyO2JhcnJpZXIud2F0ZXI7YmFycmllci5uYXR1cmU7c2hpZWxkLmJhc2ljO2ZvdW5kYXRpb24uZGlhbW9uZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Forest Gift&lt;br /&gt;
**Air Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c2-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Storm Of Spells And Arrows Is Approaching, Stay Firm And You Will Unlock The Secret Power Of The Desert.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA1O3NwZWxsLmZpcmVzdG9ybTtzcGVsbC5saWZlbGVlY2g7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLmFpcjtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlZ2VuZXJhdGlvbg==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Modules:&lt;br /&gt;
**FireStorm&lt;br /&gt;
**Lifeleech&lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Air Shell&lt;br /&gt;
&lt;br /&gt;
*Utility Modules:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: This take a really long time(14 minutes in in-game time). All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c2-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Cacti Are The Remains Of The Assassins Turned Into Plants By The Wizards ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 25&lt;br /&gt;
|{{Element|Light}} {{Element|Nature}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] [[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 0.1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 100&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Desert Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to Moszuke)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.&lt;br /&gt;
&lt;br /&gt;
maybe you can use something to reduce cooldown or reset cooldown etc etc.. but this is the minimum to beat it. (super tower not needed)&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Winter Challenges (Region 3)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c3-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Harsh Cold Greatly Enhances The Resistance To Negative Magic Of All The Creatures In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot be slowed below their base movement speed&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
*Enemies have 75% stun resistance&lt;br /&gt;
| +3% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c3-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Craft Of War.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Tower starts with 400% increased attack cooldown&lt;br /&gt;
*Map is covered in a snowstorm&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Snowstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c3-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Tower attacks per second affect enemies base movement speed on spawn&lt;br /&gt;
*Tower attacks per second affect enemies base health regeneration on spawn&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c3-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like The Enemies Are Coming Straight Out Of Jötunheim. Is There Anything To Stop Them?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Every unit that spawns increases the tower's attack cooldown by 0.001 seconds&lt;br /&gt;
*Base health and damage of enemies is squared&lt;br /&gt;
| +1% wave acceleration factor for wave streaming per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Equip {{Module|Utility|size=30px}}Energy, {{Module|Utility|size=30px}}Energy regeneration, {{Module|Defensive|size=30px}}Shock ward, {{Module|Utility|size=30px}}Neutral response, {{Module|Ultimate|size=30px}}Void&lt;br /&gt;
&lt;br /&gt;
*Use Shock Ward to stun ennemies and avoid being attacked.&lt;br /&gt;
*Pause the game.&lt;br /&gt;
*Use Neutral response to transform all ennemies into neutral.&lt;br /&gt;
*Use Void to instant kill all neutral ennemies.&lt;br /&gt;
*Unpause the game.&lt;br /&gt;
*Wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
Any global, Water and Darkness resistances are welcome.&lt;br /&gt;
&lt;br /&gt;
You can use the Basic Shield + Barriers modules combo to deal with early waves.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c3-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Defeat Olaf!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Olaf!&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Mjölnir'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @miner#2281)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*offensive modules:&lt;br /&gt;
**electricity attack &lt;br /&gt;
**nature attack&lt;br /&gt;
**light attack&lt;br /&gt;
**attack speed &lt;br /&gt;
**combustion&lt;br /&gt;
**basic bouncing &lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**granite foundation &lt;br /&gt;
**heartstopper aura &lt;br /&gt;
**elemental resistance &lt;br /&gt;
**adaptive regeneration &lt;br /&gt;
&lt;br /&gt;
Notes: heartstopper aura is the star of the show here. basic bouncing is for speed and combustion might not be needed, i haven't tested it. you don't need granite foundation, diamond should work fine, but stone doesn't have enough base hitpoints to withstand later waves and olaf. this blueprint also worked for c3-2 but is really not optimized for it, I'm sure there are better ways to do it.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c3-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies gain 1% resistance per enemy on the map (additive)&lt;br /&gt;
*Enemies become invulnerable to almost all damage when 100 enemies are on the map&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Winter's Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=Underground Challenges (Region 4)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c4-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide damage based on the wave they spawned in&lt;br /&gt;
| +1% {{Element|Earth}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c4-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Tormented Spirits Of Old Miners Will Haunt Your Tower&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] and [[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack&lt;br /&gt;
| +3% {{Element|Earth}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to XenoDarth)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import code:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;display:inline-block; width:75%; word-wrap:anywhere&amp;quot;&amp;gt;VW5kZXJncm91bmQgQ2hhbGxlbmdlICMyO2ZvdW5kYXRpb24uZGlhbW9uZDtzaGllbGQuYmFzaWM7YmFycmllci5uYXR1cmU7YmFycmllci5saWdodDtzaGVsbC5lYXJ0aDtzaGVsbC5kYXJrbmVzcztyZXNpc3RhbmNlLmFicy5lYXJ0aDtyZXNpc3RhbmNlLmFicy5kYXJrbmVzcw==&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
* Defensive Module&lt;br /&gt;
** Diamond Foundation&lt;br /&gt;
** Basic Shield&lt;br /&gt;
** Nature Barrier&lt;br /&gt;
** Light Barrier&lt;br /&gt;
** Earth Shell&lt;br /&gt;
** Darkness Shell&lt;br /&gt;
** Earth Armor&lt;br /&gt;
** Darkness Armor&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Use of the Auto Skip, Wave Streaming, and Wave Surge softwares, obtainable from the Headquarters, are encouraged.&lt;br /&gt;
* You will take ~20-25% damage to your shield at the beginning of the round before gaining enough Darkness Shell buffs to reduce the damage taken to an amount that Darkness Armor can fully nullify. Damage from Earth enemies will already be nullified from the outset.&lt;br /&gt;
* With enough patience (~1 hour of nonaccelerated game time), this can also work in hardmode. And yes, I have tested it in hardmode. Didn't think it'll work.&lt;br /&gt;
* If you have access to [[Modules#Era|era modules]], you can also equip Advanced Shield and Shield Amplifier to progress even faster (~4 minutes of nonaccelerated game time in hardmode), as damage from the Barrier modules scale with maximum shieldpoints.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c4-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies ONLY take 100% damage from their own element type&lt;br /&gt;
*Enemies are IMMUNE to any other element type damage except for their own&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Aftershock'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c4-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Found A Deep, Hot Ravine.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)&lt;br /&gt;
*Destroying light enemies damages the tower for 33% of its current shield as light damage&lt;br /&gt;
*Destroying earth enemies reduces the current energy of the tower by 33%&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Tremors'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c4-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces nature resistance and deals damage based on max. hp&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Poison Sting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c4-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 75&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are invisible and untargetable&lt;br /&gt;
*Enemies become visible and targetable for 0.25 sec. after attacking&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Underground gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Volcano Challenges (Region 5)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c5-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Shells Of These Magma Entities Seem Impervious. Can You Survive Them Or Find Other Means To Defeat Them Until They Cool Off?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Fire}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with 1e100 generic armor&lt;br /&gt;
*Enemies start with negative health regeneration&lt;br /&gt;
*Enemies deal 1000 times more damage than normaly&lt;br /&gt;
| +1% {{Element|Fire}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c5-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies can only be damaged by using water or any module that ignores their element&lt;br /&gt;
*Enemies ignore elemental damage amplification/reduction from the element grid when attacking&lt;br /&gt;
|{{Module|Special|size=30px}} '''Molten Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c5-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*You cannot use gems to upgrade modules&lt;br /&gt;
*Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
| +3% {{Element|Fire}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to RookieError)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.&lt;br /&gt;
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c5-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Enemies In This Section Have Developed A Really Strong Shield.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shield points&lt;br /&gt;
*Shield amount is equal to max. hitpoint raised to the power of 3&lt;br /&gt;
*Boss units can spawn randomly like regular unit types&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Heatwave'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c5-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Volcano Is About To Erupt! Seems Like The Ashes Falling From The Sky Protect The Inhabitants Of This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Rain of Ashes'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c5-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Everytime a unit spawns or dies the tower loses 25% of its current health, shield and energy&lt;br /&gt;
*Health and shield loss is not considered incoming damage&lt;br /&gt;
*For each module you bring into this challenge the loss amount increases by 2%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Volcano gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=High Mountain Challenges (Region 6)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c6-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The High Air Density In This Area Creates A Significant Amount Of Pressure.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies reflect 100% of non-air damage&lt;br /&gt;
| +1% {{Element|Air}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c6-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like The Archers In This Area Have Incredibly Sharp Senses.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies will have +100% attack range&lt;br /&gt;
*Enemies are immune to fire and darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Storm Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c6-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Their Golems Seem To Be Indestructible Although Short-Lived.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Air enemies have 1000% movement speed&lt;br /&gt;
*Air enemies are immune to stuns&lt;br /&gt;
*Earth enemies are immune to all types of damage (immunity shows up as resistance)&lt;br /&gt;
*Earth enemies have negative health regeneration&lt;br /&gt;
| +3% {{Element|Air}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c6-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemy health is multiplied by 100&lt;br /&gt;
*Enemy damage is multiplied by {{Number|1e100}}&lt;br /&gt;
*Enemies move very slowly&lt;br /&gt;
*Enemies are immune to darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Special|size=30px}} '''Aero Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c6-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Alert The Local Fauna.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Goats will occasionally roam across the map&lt;br /&gt;
*Goats deal 20% of of the tower's max hp as air damage upon contact&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Stampede'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c6-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Area of effect of active, passive and aura modules is reduced by 90%&lt;br /&gt;
*Base attack range of the tower is 3m instead of 18m&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''High Mountain Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Jungle Challenges (Region 7)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c7-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Who Knows What Lurks In The Thicket?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces attack speed and attack range&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +3% {{Element|Nature}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c7-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Rainy Climate And Humid Temperatures Provide The Perfect Environment For Exceptional Growth.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Max. hitpoints and damage of enemies increase over time&lt;br /&gt;
*Enemies regenerate 20% of their max. HP per second&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Monsoon Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c7-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Never Confuse Venomous With Poisonous!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies are poisonous (not venomous)&lt;br /&gt;
*Attacking enemies inflicts a poison effect on the attacker for each damage instance hitting them&lt;br /&gt;
*Poison deals nature damage based on max. HP and reduces the nature resistance&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +1% {{Element|Nature}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c7-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Beasts Withstand Anything. We Should Not Make Too Much Noise.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Nature}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to debuffs and stuns&lt;br /&gt;
*Enemies spawn with x8 HP and damage for each module inside your blueprint&lt;br /&gt;
*Enemies spawn with 99% generic damage resistance&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Gaia's Protection'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c7-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Is The Coconut?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are Monkeys&lt;br /&gt;
*Whenever a Monkey dies all other Monkeys gain x10 health and damage&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Return to Monkey'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c7-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Proof That You Are The King Of The Jungle!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shieldpoints equal to their max. health&lt;br /&gt;
*Enemies regenerate 50% of their max. health per second&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Jungle Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Metallic Ruins Challenges (Region 8)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c8-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like We Have To Choose Between Hitting Against Rocks Or Getting Electrocuted ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies have a 10% chance to stun an attacker&lt;br /&gt;
*Electricity enemies have a 10% chance to stun their target when attacking&lt;br /&gt;
*Stuns from enemies last up to 10 seconds&lt;br /&gt;
| +3% {{Element|Electricity}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c8-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Are Short-Circuiting All Of Our Machines!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Killing Electricity enemies increases the cooldown of all active modules by 1% for each Ultimate module in your blueprint (additively with itself)&lt;br /&gt;
| +5% Factory Producer production per completed challenge (ALL producers)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c8-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Static In The Air Seems To Cause Some Sort Of Levitation Effect On Projectiles.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Air}}&lt;br /&gt;
|Archer&lt;br /&gt;
|&lt;br /&gt;
*Max. 16 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Archers spawn with an attack range of 100m but with negaitve health regeneration&lt;br /&gt;
*Cooldown of all active modules is doubled&lt;br /&gt;
| +1% {{Element|Electricity}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c8-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Is Going On Here? The Elemental Laws Do Not Apply Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*All elements are immune to Earth damage&lt;br /&gt;
*All elements deal unlimited damage to Neutral elements&lt;br /&gt;
|{{Module|Special|size=30px}} '''Magnetic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c8-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tech Appears To Be Non-Fuctional In This Particluar Area. How Are We Going To Approach The Issue?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*XP drops are reduced by 99%&lt;br /&gt;
*Enemies are immune to Neutral damage&lt;br /&gt;
*Enemies are immune to Universal damage&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Battery Foundation'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c8-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Level Of Engineering Confuses Our Targeting Systems!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies can protect themselves with Gears&lt;br /&gt;
*Enemies need 100 energy to spawn a Gear&lt;br /&gt;
*Enemies with Gears are untargetable for 4 seconds&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Metallic Ruins Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Beach Challenges (Region 9)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c9-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Low Tide! Where Is The Water?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Fire is immune to Universal and Water&lt;br /&gt;
*Fire is very resistant against Earth and Fire&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Low Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c9-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+High Tide! Too Much Water.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Water is immune to Universal and Fire&lt;br /&gt;
*Water is very resistant against Earth and Water&lt;br /&gt;
|{{Module|Utility|size=30px}} '''High Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c9-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Sand Seems To Apply Crustacean-Like Features To Enemies In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Neutral, Universal, Darkness, Light and Fire damage&lt;br /&gt;
*Enemies have a 25% chance per indivitual element-type to spawn with a specific amount of base armor for said element&lt;br /&gt;
*The armor amount equals that current wave raised to the power of 10&lt;br /&gt;
| +1% Sea Mile generation Factor in the [[Shipyard]] per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c9-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+As The Waves Hit The Basement Of The Tower ... It Starts To Crumble.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies attacking the Tower will redice its generic resistance forever.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Shoreline Boost'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c9-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Crabs! Hopefully The Don't Start Dancing.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with a randomized amount of armor for each element (logarithmically distributed)&lt;br /&gt;
|Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c9-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Whatever Depths They Emerged From Is Not Of Our Concern.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Destroying enemies has a 10% chance to stun the Tower&lt;br /&gt;
*If the Tower does not get stunned it will be slowed down for 30 seconds&lt;br /&gt;
*The stun and the debuff appear as a positive buff instead of a negative one&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Beach Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ocean Challenges (Region 10)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c10-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Water Pressure Is Immense Down Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Health regeneration is disabled&lt;br /&gt;
*Using any active module has a 5% chance to instantly destroy the Tower&lt;br /&gt;
| +1% {{Element|Water}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c10-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+All This Water Really Handicaps Our Performance.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to T2&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*Base attack range is reduced by 25%&lt;br /&gt;
*Base attack cooldown is increased by 200%&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Diver's Shield'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c10-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Presence Inside This Trench Seems To Make The Local Wildlife More Aggressive.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal at least as much damage as the maximum hitpoints of the Tower&lt;br /&gt;
*Enemies spawn with 1 shieldpoint&lt;br /&gt;
*Enemies will fully block the first incoming damage instance if they have more than 0 shieldpoints&lt;br /&gt;
| +1% {{Element|Water}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c10-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Ensure To Properly Depressurize The Situation.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Base resistance against Water damage is greatly reduced&lt;br /&gt;
*Base attack cooldown increase each enemy that spawns by 5% (multiplicatively)&lt;br /&gt;
*Destroying an enemy removes the attack cooldown increase from that enemy&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Aquatic Absorption'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c10-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tower Is Heavily Restricted In This Depth. We Should Probably Bring A Good Shield To The Party ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 24 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tower max. HP are locked at 1&lt;br /&gt;
*Tower attack range is locked at 10m&lt;br /&gt;
*Tower max. energy is capped at 100&lt;br /&gt;
|{{Module|Special|size=30px}} '''Ocean Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c10-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Particular Section Of The Ocean Has A Strange Effect On Our Blueprint Compatibility.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*All damage against Neutral types is multiplied by {{Number|1e100}}&lt;br /&gt;
*Neutral damage is multiplied by x0 against all other element types&lt;br /&gt;
*Special modules can be used in this challenge regardless of their level/tier&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Ocean Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Neutral Challenges (Region 11)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c11-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Very Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
| +1% {{Element|Neutral}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c11-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Even More Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag decreases attack range by 10%&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag increases attack cooldown by 25%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Anti-Neutral Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c11-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Appears To Be Less Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
*Whenever an enemy gets destroyed a random element will become +1% (additive) more effective against Neutral but Neutral will become 2% less effective against Neutral (multiplicative)&lt;br /&gt;
| +1% {{Element|Neutral}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c11-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Now This Is Some Contrast.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c11-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Requires Pure Neutral Strength.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Taste'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c11-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Completing This Will Put Us Into A True Neutral State.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral damage heals Neutral enemies&lt;br /&gt;
*Universal damage heals Universal enemies&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies if there is at least 1 remaining unit on the map&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Neutral Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dark Realm Challenges (Region 12)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c12-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Realm Is Void Of Any Light.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Darkness, Neutral and Universal damage&lt;br /&gt;
*Enemies deal 75% of the Tower's max. HP as additional Darkness damage&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c12-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Pure Darkness Seems To Provide Some Defensive Properties.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies only start taking damage after the 7th hit&lt;br /&gt;
*Only damage instances dealing more than 0 damage are counted as hits&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Unholy Cloak'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c12-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Directly Executing Them Won't Work.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to damage instances that exceed their max. health&lt;br /&gt;
| +1% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c12-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Darkness Is The Most Cursed Element.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*When enemies attack they apply a stacking curse on their target&lt;br /&gt;
*After the curse reaches 100 stacks the target will instantly die&lt;br /&gt;
*Enemies spawn with shield equal to their max. health&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Grim Reaper'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by The roan&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; &lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
VY1BCsMwDAS/UvwAQ3usn1J6UGzFFVFlY8mEUvr3OoEccllmFpb9uok71kZi6u6Xh4svYEbJqGEuXRIYFfGJ4F0kBRRs+eMnUIqHzFzWgxvmjfZRsLJi89rryOvJbkErMvvMEGlrKy3jEMwgLsMQk3v+/g==&lt;br /&gt;
&lt;br /&gt;
Offensive:&lt;br /&gt;
Attack speed&lt;br /&gt;
&lt;br /&gt;
Defensive:&lt;br /&gt;
Diamond foundation&lt;br /&gt;
&lt;br /&gt;
Utility:&lt;br /&gt;
Energy&lt;br /&gt;
Energy flow&lt;br /&gt;
Energy regeneration&lt;br /&gt;
&lt;br /&gt;
Ultimate:&lt;br /&gt;
Super tower&lt;br /&gt;
Super tower 2&lt;br /&gt;
Glacier spikes&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c12-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Unholy Deals In This Realm Seem To Provide Enhanced Powers.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies are immune to all elements except Earth&lt;br /&gt;
*Darkness elements spawn with shieldpoints equal to their max. healthpoints&lt;br /&gt;
*Water enemies are immune to Earth damage and move incredibly fast&lt;br /&gt;
|{{Module|Special|size=30px}} '''Soul Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c12-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Heart Of Darkness Lies Before Us. They Shall Not Pass!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have 100% debuff duration reduction&lt;br /&gt;
*Destroying an enemy divides the current hitpoints of the Tower by the max. hitpoints of the enemy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Dark Realm Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heaven Challenges (Region 13)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c13-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Light Elementals Can Fully Unleash Their Power In This Realm.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Light}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Destroying a Light enemy fully heals all other units on the map and increases their base max. health by 5% (multiplicatively)&lt;br /&gt;
| +1% {{Element|Light}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c13-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Blessings Of The Sky Provide Immense Defensive Capabilities.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot take more than 20% of their max. health as damage&lt;br /&gt;
*Enemies have a 25% chance to heal 50% of their max. health whenever taking non-Light damage.&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Sky Blessing'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c13-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Seem To Absorb High Levels Of Energy From Their Surroundings.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 28 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with Generic Armor equal to the Tower's max. health multiplied with its max. energy&lt;br /&gt;
*Enemies have 100% resistance against Light, Nature, Fire and Electricity damage.&lt;br /&gt;
| +1% {{Element|Light}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c13-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Not Even Heaven Is Devoid Of Darkness.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*All elements except for Darkness and Light deal /1000000 damage&lt;br /&gt;
*Light enemies have very high Darkness Armor&lt;br /&gt;
*Darkness enemies have very high Light Armor&lt;br /&gt;
*Light enemies that get destroyed will turn into Darkness enemies&lt;br /&gt;
*Darkness enemies that were Light enemies before move slower&lt;br /&gt;
| +1% [[Arcade]] Token reward factor per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c13-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Light Enemies Seem To Take On The Roles Of Protector In Their Natural Habitat.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Light enemies provide a massive Generic Armor boost to nearby non-Light enemies&lt;br /&gt;
|{{Module|Special|size=30px}} '''Angelic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c13-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Energy Seems To Lead To A Disadvantage Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Light}} {{Element|Electricity}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide their target's current health and shield by their target's amount of missing energy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Heaven Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Universe Challenges (Region 14)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c14-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Are The Universals Coming From? Why Does The Universe Grant Them So Much Power?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Universal enemies are immune to all elements except for Neutral and Universal&lt;br /&gt;
*Immunity is applied as inherit elemental resistance instead of regular resistance&lt;br /&gt;
*Destroying an enemy subtracts the max. health of that enemy from the Tower's base armor of the enemy's element&lt;br /&gt;
| +1% {{Element|Universal}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c14-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Gravity Is Really Strong In This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*The Tower attacks 50 times slower&lt;br /&gt;
*Enemies move 2 times slower&lt;br /&gt;
*All enemies have 100% resistance against Light and Darkness damage.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Crit'''&lt;br /&gt;
{{Module|Offensive|size=30px}} '''Anti-Universal Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c14-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Be Quick Before The Tower Gets Crushed Under The Weight Of Those Universals.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*The damage multiplier attribute of a random element gets multiplied by 0.95 whenever the Tower receives damage&lt;br /&gt;
*Attack range of enemies is doubled&lt;br /&gt;
| +1% {{Element|Universal}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c14-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like Universals Dislike The Use Of Active Modules.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module&lt;br /&gt;
*All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Universal Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c14-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Sounds Way Too Easy Or Way Too Hard At The Same Time.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*XP drop rate is x125 higher&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Universal Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c14-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Lack Of Any Tricky Rules Is Unnerving.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Universe Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chaos Challenges (Region 15)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c15-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Can't Even See Them!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are &amp;quot;faster than light&amp;quot; (We need something to slow down time itself.)&lt;br /&gt;
| +3% Generic damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c15-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Retaliate Without Mercy.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal maximum damage&lt;br /&gt;
*Enemies have maximum armor&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Crate of Rex'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c15-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Ultimate Test For Our Armor.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to stuns&lt;br /&gt;
*Being attacked decreases the Tower's base armor of the enemies element by a factor of 10 (first hit will set the base armor to -1, armor gained from modules is not considered base armor)&lt;br /&gt;
| +1% Generic resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c15-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Is This Even Possible?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies reflect 100% of incoming damage as pure damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Captain's Reflect'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c15-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like We Can Use Most Active Modules Only Once?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to overkill damage&lt;br /&gt;
*Active modules have infinite cooldown after being used&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Something'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c15-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is The End Of The Road When It Comes To Challenges. Time To Show What You Are Made Of.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies mimic all the modules inside your blueprint&lt;br /&gt;
|{{Module|Legendary|size=30px}} '''Chaos Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by megas_mrc&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
use this code&lt;br /&gt;
&lt;br /&gt;
Y2hhb3MgNiBieSBNZWdhc19NUkM7YXR0YWNrLmJhc2ljO2F0dGFjay5zcGVlZDtjcml0LmJhc2ljO2F0dGFjay5saWZlc3RlYWw7YXR0YWNrLmJvdW5jZTthdHRhY2subXVsdGlzaG90O2F0dGFjay51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2ZvdW5kYXRpb24uc3RvbmU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=3769</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=3769"/>
		<updated>2025-04-09T14:09:47Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Use Perks */  made the 400h skip show that it ignores power plant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Early Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new [[Modules]] that are vital to progression in Infinity phase, ''Infinity Foundation'' and ''Infinity Attack''. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.&lt;br /&gt;
&lt;br /&gt;
==Infinity Enemies &amp;amp; Module Fragments==&lt;br /&gt;
[[File:Infinityanalysis.png|200px|thumb|The Analysis tab shows information about the new Infinity enemies.]]&lt;br /&gt;
[[File:Modulefragments.png|200px|thumb|The 4 types of module fragments.]]&lt;br /&gt;
For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering ''100QiD (1e50)'' resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get '''dramatically''' increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as '''mimicking''' your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to ''1+Log10(Current Infinity)'', meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: '''Module Fragments'''. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.&lt;br /&gt;
&lt;br /&gt;
Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:&lt;br /&gt;
&lt;br /&gt;
*'''Don't overthink things.''' Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not ''immune'' to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.&lt;br /&gt;
*'''Try to limit your module usage.''' Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.&lt;br /&gt;
*'''Don't be afraid to be creative.''' Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.&lt;br /&gt;
*And finally, '''Remember it is okay if you are constantly dying at the beginning.''' Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official [https://discord.gg/fireswordstudios Discord] Server. People are very much willing to help you if you need it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed style=&amp;quot; text-align:center; background-color:#fff&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;&amp;quot; |Chart of bonuses enemies get with higher difficulties&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Element&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Medium&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Hard&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Insane&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Nightmare&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Impossible&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Neutral&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Neutral|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fire&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Fire|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(20*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;-90%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||20px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Water&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Water|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Earth&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Earth|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Air&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Air|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Nature&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Nature|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Light&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Light|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(HP*1000)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Darkness&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Darkness|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Electricity&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Electricity|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(200*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(20*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Universal&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Universal|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(HP*1000)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infinity Grid==&lt;br /&gt;
{{See also|Modules#Infinity}}&lt;br /&gt;
&lt;br /&gt;
[[File:Infinitygridsection.png|200px|thumb|The starting section of the Infinity Grid.]]&lt;br /&gt;
&lt;br /&gt;
The Infinity Grid is where you unlock new Infinity Tier modules. Aside from ''Infinity Foundation'' and ''Infinity Attack'', which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.&lt;br /&gt;
&lt;br /&gt;
==Anvil==&lt;br /&gt;
&lt;br /&gt;
The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. '''Note: Locked bonuses will remain even if the node moves outside the circle afterwards.'''&lt;br /&gt;
[[File:Anvil.png|300px|thumb|The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.]]&lt;br /&gt;
There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Offensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Neutral)&lt;br /&gt;
* Damage Factor (Fire)&lt;br /&gt;
* Damage Factor (Water)&lt;br /&gt;
* Damage Factor (Earth)&lt;br /&gt;
* Damage Factor (Air)&lt;br /&gt;
* Damage Factor (Nature)&lt;br /&gt;
* Damage Factor (Light)&lt;br /&gt;
* Damage Factor (Darkness)&lt;br /&gt;
* Damage Factor (Electricity)&lt;br /&gt;
* Damage Factor (Universal)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Defensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resistance (vs. Neutral)&lt;br /&gt;
* Resistance (vs. Fire)&lt;br /&gt;
* Resistance (vs. Water)&lt;br /&gt;
* Resistance (vs. Earth)&lt;br /&gt;
* Resistance (vs. Air)&lt;br /&gt;
* Resistance (vs. Nature)&lt;br /&gt;
* Resistance (vs. Light)&lt;br /&gt;
* Resistance (vs. Darkness)&lt;br /&gt;
* Resistance (vs. Electricity)&lt;br /&gt;
* Resistance (vs. Universal)&lt;br /&gt;
* Max. Health (Tower)&lt;br /&gt;
* Max. Shield (Tower)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Utility Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resource Drops (Enemies)&lt;br /&gt;
* Cooldown (Active Modules)&lt;br /&gt;
* Tower Testing XP Factor&lt;br /&gt;
* Town XP Factor&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Ultimate Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Tower)&lt;br /&gt;
* Basic Resistance (Tower)&lt;br /&gt;
* Attack Range (Tower)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Progressing==&lt;br /&gt;
&lt;br /&gt;
Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before. &lt;br /&gt;
&lt;br /&gt;
=Late Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.&lt;br /&gt;
&lt;br /&gt;
==Infinity Stones==&lt;br /&gt;
&lt;br /&gt;
The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be quite long, though doable if you work towards it. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.&lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See [[Regions]] for more information.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
* Earth: Underground (R4)&lt;br /&gt;
* Fire: Volcano (R5)&lt;br /&gt;
* Air: High Mountain (R6)&lt;br /&gt;
* Nature: Jungle (R7)&lt;br /&gt;
* Electric: Metallic Ruins (R8)&lt;br /&gt;
* Water: Ocean (R10)&lt;br /&gt;
* Darkness: Dark Realm (R12)&lt;br /&gt;
* Light: Heaven (R13)&lt;br /&gt;
* Universal: Universe (R14)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 250 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Neutral&lt;br /&gt;
| 10x or greater Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Earth&lt;br /&gt;
| 100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Fire&lt;br /&gt;
| T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Air&lt;br /&gt;
| 1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Nature&lt;br /&gt;
| 100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Electric&lt;br /&gt;
| 100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Water&lt;br /&gt;
| 100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Darkness&lt;br /&gt;
| 12 or more Maximized servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Light&lt;br /&gt;
| 1000 or more Arcade Coins in the Arcade&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Universal&lt;br /&gt;
| 1 Tier 3 boss or 2 Tier 2 bosses defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]&lt;br /&gt;
[[File:Stone Charge Menu.png|200px|thumb|This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.]]&lt;br /&gt;
[[File:Infstonepower.png|200px|thumb|The formulas for increased Infinity Power on higher difficulties.]]&lt;br /&gt;
To charge a stone you will need to get a base value of 200 elemental energy, which can be reduced by purchasing the &amp;quot;Charge Required&amp;quot; exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, whose speed and production can be boosted by the middle bar (speed) and bottom bar (production), respectively. The base time it takes for a bar to fill up is equal to 5 minutes divided by the Infinity Power of the specific region that specific bar is based on. '''Higher Difficulties give slightly more Infinity Power per Infinity'&amp;lt;nowiki/&amp;gt;'', but also feature ''dramatically increased enemy stat scaling per infinity''', it's best to do all the difficulties in a region.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There are 7 exotic refinements:&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Exotic Refinements&lt;br /&gt;
|&lt;br /&gt;
* Charge Required - Reduces the amount of energy needed to fully charge the stone&lt;br /&gt;
* Speed Bonus - Increases the amount of speed that is gained per bar completion&lt;br /&gt;
* Production Bonus - Increases the amount of energy that is gained per bar completion&lt;br /&gt;
* Charge Duration - Decreases the time it takes for the charge bar to fill&lt;br /&gt;
* Speed Tick Duration - Decreases the time it takes for the speed bar to fill&lt;br /&gt;
* Production Tick Duration - Decreases the time it takes for the production bar to fill&lt;br /&gt;
* Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Maxing out every exotic refinement for a single stone costs as follows:&lt;br /&gt;
&lt;br /&gt;
- Charge Required - 150 upgrades, 2.121e11 (212092251364) total cost.&lt;br /&gt;
&lt;br /&gt;
- Speed Bonus / Tick - 90 upgrades, 4.153e10 (41531317811) total cost.&lt;br /&gt;
&lt;br /&gt;
- Production Bonus / Tick - 150 upgrades, 6.787e10 (67869520388) total cost.&lt;br /&gt;
&lt;br /&gt;
- Charge Duration - 100 upgrades, 3.624e11 (362415128196) total cost.&lt;br /&gt;
&lt;br /&gt;
- Speed Tick Duration - 100 upgrades, 5.891e11 (589091215666) total cost.&lt;br /&gt;
&lt;br /&gt;
- Production Tick Duration - 100 upgrades, 1.964e11 (196363738521) total cost.&lt;br /&gt;
&lt;br /&gt;
- Extraction / Infinity - 20 upgrades, 1.516e9 (1515824476) total cost.&lt;br /&gt;
&lt;br /&gt;
Total cost for 1 stone: 1.471e12 (1470878996422) exotic gems&lt;br /&gt;
&lt;br /&gt;
If you’re wondering how to afford all the upgrades, you can '''add Condense to your tower testing blueprint''', '''try fabricating some exotic producers in Factory''', and '''do 24 hour shipments in Shipyard when the weather is good'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stone Charging Regions&lt;br /&gt;
!Stone!!Extraction Region!!Speed Region!!Amount Region&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||Neutral||Heaven||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Light||Heaven||Metallic Ruins||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Darkness||Dark Realm||Ocean||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Nature||Jungle||Desert||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Water||Ocean||Beach||Winter&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Volcano||Dark Realm||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Underground||Universe||High Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Air||High Mountain||Heaven||Beach&lt;br /&gt;
|-&lt;br /&gt;
|Electricity||Metallic Ruins||Universe||Volcano&lt;br /&gt;
|-&lt;br /&gt;
|Universal||Universe||Chaos||Neutral&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended. The last perk in the list is the only way to first access the Final Boss.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine.&lt;br /&gt;
&lt;br /&gt;
'''Water: Gives the current shipment rewards without finishing it.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement. (Ignores powerplant)'''&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory.&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e40 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.&lt;br /&gt;
&lt;br /&gt;
All stones: Gives 1e60 town resources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire: Raises anvil fragment effectivity to the power of 1.1.'''&lt;br /&gt;
&lt;br /&gt;
'''Light: Start with max. Era stat dividers.'''&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
'''Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.'''&lt;br /&gt;
&lt;br /&gt;
'''Universal, Other Element (besides Neutral): Multiplies damage of that element by 1e40.'''&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.&lt;br /&gt;
&lt;br /&gt;
'''All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the [[Statue of Cubos]]. ''Note: Not required after defeating it.'')'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 10 seconds instead of 1 hour.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Permanently grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Infinity Forge==&lt;br /&gt;
The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type.&lt;br /&gt;
Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;320px&amp;quot; heights=&amp;quot;240px&amp;quot;&amp;gt;&lt;br /&gt;
File:Infinityforge.png|The Infinity Forge. Price Factor costs Gems, and Reforge Levels cost fragments.&lt;br /&gt;
File:Reforge.png|The Reforging menu, where you can set module tier and level.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3750</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3750"/>
		<updated>2025-02-26T00:16:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Software */ added exact software effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 25 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3749</id>
		<title>Challenge Mode</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3749"/>
		<updated>2025-02-24T17:10:40Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Level #1 (c15-1) */  update Ultimate limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.&lt;br /&gt;
&lt;br /&gt;
There are 2 modes to challenges: &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Hard Mode imposes extra restrictions to increase the difficulty on top of the restrictions from Normal Mode, such as:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges have double the required amount of waves needed for completion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Page needs to include Hard Mode Challenges''' https://github.com/Blueturbo47/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.'''&lt;br /&gt;
&lt;br /&gt;
 If you have alternate solutions to Challenges that are not here, please use the [[Talk:Challenge_Mode|Discussion]] page or create another solution box instead of editing an existing solution with your own solution.&lt;br /&gt;
&lt;br /&gt;
=Forest Challenges (Region 1)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c1-1)==&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Symphony Of Water And Fire.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 111&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Basic Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
**Basic Regeneration&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7Zm91bmRhdGlvbi5kaWFtb25kO3NoZWxsLmZpcmU7c2hlbGwud2F0ZXI7c2hpZWxkLmJhc2ljO2JhcnJpZXIuZWxlY3RyaWNpdHk7YmFycmllci53YXRlcjtyZXNpc3RhbmNlLmVsZW1lbnRhbA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Fire Shell&lt;br /&gt;
**Water Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Electricity Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Elemental Resistance&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge Software from inside the Headquarters are important (although not necessary) to make this much faster and to keep the Shell Modules from reseting&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c1-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 325&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
| +5% Resource Drops per Completed Challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (Credits to @Tortoise Box#9049)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Combustion&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c1-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|[[File:Archer.png|40px|Archer|link=Special:FilePath/Archer.png]] [[File:Assasin.png|40px|Assasin|link=Special:FilePath/Assasin.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Coffee#5926)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Fire Barrier&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YzEtMzthdXJhLmhlYXJ0c3RvcHBlcjtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLm5hdHVyZTthdXJhLnVuaG9seQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
(Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Flame Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Magma Foundation&lt;br /&gt;
&lt;br /&gt;
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying. (Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c1-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Water}} {{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @DeserveVictory#3600)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAjNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNlO3NoYXJkcy5pY2U7YXR0YWNrLnNwYXJr&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Ice Shards&lt;br /&gt;
**Sparks&lt;br /&gt;
&lt;br /&gt;
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt; &lt;br /&gt;
'''Import Code:''' YzEtNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDtpbXBldHVzLmFpcjthdHRhY2suYWlyO3N0ZWluaS5jaGFpbmVkLmJhbGw= &amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:''' No software.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c1-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Are The Neutrals Evolving?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 20&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral enemies are IMMUNE to anything except universal&lt;br /&gt;
*Universal damage can ONLY damage neutral enemies&lt;br /&gt;
*Tower element type is considered universal instead of neutral&lt;br /&gt;
|{{Module|Special|size=30px}} '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @Traxaner#3385)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 QzU7YXR0YWNrLnVuaXZlcnNhbDtmb2N1cy51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2F1cmEuaGVhcnRzdG9wcGVyO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9u&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Universal Attack&lt;br /&gt;
**Universal Focus&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: Used with 250% universal museum powerstone boost&lt;br /&gt;
&lt;br /&gt;
Forest Gift or Checkerboard Aura should be strictly better than Energy Regeneration as Universal Focus shouldn't need to be used more than 6 times, and Energy starts off with max energy(40000)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode (credits to @Bickerll)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 aGFyZCBjaGFsbGVuZ2UgNTtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlY3ljbGluZztmb3VuZGF0aW9uLmRpYW1vbmQ7YXVyYS5oZWFydHN0b3BwZXI7Zm91bmRhdGlvbi5tYXJibGU7c3BlbGwudm9pZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Marble Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Recycling&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Void&lt;br /&gt;
&lt;br /&gt;
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c1-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Piercing &amp;quot;Arrows&amp;quot;. Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 10&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Forest Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDY7c2hpZWxkLnVuaXZlcnNhbDthdHRhY2submF0dXJlc3RvdWNoO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5maXJlO2F1cmEudW5ob2x5O3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5tYWdtYQ==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Multishot&lt;br /&gt;
**Nature Attack&lt;br /&gt;
**Fire Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Shield of Frost&lt;br /&gt;
**Unholy Aura&lt;br /&gt;
**Frost Aura&lt;br /&gt;
**Daigoparry&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Universal Shield&lt;br /&gt;
&lt;br /&gt;
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Desert Challenges (Region 2)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c2-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Wizards Of Light Blend In With The Scenery.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}}&lt;br /&gt;
|[[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to T1&lt;br /&gt;
|&lt;br /&gt;
*Modules start at '''level 0'''&lt;br /&gt;
*Utility modules keep their original tier and level&lt;br /&gt;
*Enemies don't drop '''XP'''&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
| +1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge. (Applied retroactively)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141))&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMTtmb3VuZGF0aW9uLmdyYW5pdGU7c2hlbGwubGlnaHQ7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtzcGVsbC5kZXNwZXJhZG87Ym9udXMub2ZmZW5zaXZlO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO2JvbnVzLmRlZmVuc2l2ZTtlbmVyZ3kuZmxvdw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Desperado&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Light Shell&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Adaptive Regeneration&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Offensive Pack&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
**Defensive Pack&lt;br /&gt;
**Energy Flow&lt;br /&gt;
&lt;br /&gt;
Notes: Upgrade your utility modules to T5 to be less dependent on RNG. Keep spamming desperado through out. It will take a while.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c2-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Sandstorm From The Root.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M=&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Darkness Attack&lt;br /&gt;
**Fire Breath&lt;br /&gt;
**Soul Harvesting&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Combustion&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Darkness Burst&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c2-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Assassins Don't Like Sand. They Are Not The Only Type Of Enemy You Will Face Between The Dunes ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]]  [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMztzaGVsbC5lbGVjdHJpY2l0eTtmb3VuZGF0aW9uLnN0b25lO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLmVhcnRo&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Earth Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Electricity Shell&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c2-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Do You Get When You Combine Two Bosses And Three Tanks? That's Right. A Half-buried Camel In The Sand.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|[[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]] and [[File:Boss.png|40px|Boss|link=Special:FilePath/Boss.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA0O2dpZnQuZm9yZXN0O2JhcnJpZXIuYWlyO2JhcnJpZXIud2F0ZXI7YmFycmllci5uYXR1cmU7c2hpZWxkLmJhc2ljO2ZvdW5kYXRpb24uZGlhbW9uZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Forest Gift&lt;br /&gt;
**Air Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c2-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Storm Of Spells And Arrows Is Approaching, Stay Firm And You Will Unlock The Secret Power Of The Desert.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*None&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA1O3NwZWxsLmZpcmVzdG9ybTtzcGVsbC5saWZlbGVlY2g7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLmFpcjtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlZ2VuZXJhdGlvbg==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Modules:&lt;br /&gt;
**FireStorm&lt;br /&gt;
**Lifeleech&lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Air Shell&lt;br /&gt;
&lt;br /&gt;
*Utility Modules:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: This take a really long time(14 minutes in in-game time). All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c2-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Cacti Are The Remains Of The Assassins Turned Into Plants By The Wizards ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 25&lt;br /&gt;
|{{Element|Light}} {{Element|Nature}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] [[File:Wizard.png|40px|Wizard|link=Special:FilePath/Wizard.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have only 0.1% of their original health&lt;br /&gt;
*Enemy damage is multiplied by 100&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Desert Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to Moszuke)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.&lt;br /&gt;
&lt;br /&gt;
maybe you can use something to reduce cooldown or reset cooldown etc etc.. but this is the minimum to beat it. (super tower not needed)&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Winter Challenges (Region 3)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c3-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Harsh Cold Greatly Enhances The Resistance To Negative Magic Of All The Creatures In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot be slowed below their base movement speed&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
*Enemies have 75% stun resistance&lt;br /&gt;
| +3% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c3-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Craft Of War.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Tower starts with 400% increased attack cooldown&lt;br /&gt;
*Map is covered in a snowstorm&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Snowstorm'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c3-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Tower attacks per second affect enemies base movement speed on spawn&lt;br /&gt;
*Tower attacks per second affect enemies base health regeneration on spawn&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c3-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like The Enemies Are Coming Straight Out Of Jötunheim. Is There Anything To Stop Them?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Every unit that spawns increases the tower's attack cooldown by 0.001 seconds&lt;br /&gt;
*Base health and damage of enemies is squared&lt;br /&gt;
| +1% wave acceleration factor for wave streaming per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Equip {{Module|Utility|size=30px}}Energy, {{Module|Utility|size=30px}}Energy regeneration, {{Module|Defensive|size=30px}}Shock ward, {{Module|Utility|size=30px}}Neutral response, {{Module|Ultimate|size=30px}}Void&lt;br /&gt;
&lt;br /&gt;
*Use Shock Ward to stun ennemies and avoid being attacked.&lt;br /&gt;
*Pause the game.&lt;br /&gt;
*Use Neutral response to transform all ennemies into neutral.&lt;br /&gt;
*Use Void to instant kill all neutral ennemies.&lt;br /&gt;
*Unpause the game.&lt;br /&gt;
*Wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
Any global, Water and Darkness resistances are welcome.&lt;br /&gt;
&lt;br /&gt;
You can use the Basic Shield + Barriers modules combo to deal with early waves.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c3-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Defeat Olaf!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Olaf!&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Mjölnir'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to @miner#2281)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*offensive modules:&lt;br /&gt;
**electricity attack &lt;br /&gt;
**nature attack&lt;br /&gt;
**light attack&lt;br /&gt;
**attack speed &lt;br /&gt;
**combustion&lt;br /&gt;
**basic bouncing &lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**granite foundation &lt;br /&gt;
**heartstopper aura &lt;br /&gt;
**elemental resistance &lt;br /&gt;
**adaptive regeneration &lt;br /&gt;
&lt;br /&gt;
Notes: heartstopper aura is the star of the show here. basic bouncing is for speed and combustion might not be needed, i haven't tested it. you don't need granite foundation, diamond should work fine, but stone doesn't have enough base hitpoints to withstand later waves and olaf. this blueprint also worked for c3-2 but is really not optimized for it, I'm sure there are better ways to do it.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c3-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies gain 1% resistance per enemy on the map (additive)&lt;br /&gt;
*Enemies become invulnerable to almost all damage when 100 enemies are on the map&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Winter's Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=Underground Challenges (Region 4)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c4-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide damage based on the wave they spawned in&lt;br /&gt;
| +1% {{Element|Earth}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c4-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Tormented Spirits Of Old Miners Will Haunt Your Tower&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|[[File:Assassin.png|40px|Assassin|link=Special:FilePath/Assassin.png]] and [[File:Tank.png|40px|Tank|link=Special:FilePath/Tank.png]]&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack&lt;br /&gt;
| +3% {{Element|Earth}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to XenoDarth)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import code:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;display:inline-block; width:75%; word-wrap:anywhere&amp;quot;&amp;gt;VW5kZXJncm91bmQgQ2hhbGxlbmdlICMyO2ZvdW5kYXRpb24uZGlhbW9uZDtzaGllbGQuYmFzaWM7YmFycmllci5uYXR1cmU7YmFycmllci5saWdodDtzaGVsbC5lYXJ0aDtzaGVsbC5kYXJrbmVzcztyZXNpc3RhbmNlLmFicy5lYXJ0aDtyZXNpc3RhbmNlLmFicy5kYXJrbmVzcw==&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
* Defensive Module&lt;br /&gt;
** Diamond Foundation&lt;br /&gt;
** Basic Shield&lt;br /&gt;
** Nature Barrier&lt;br /&gt;
** Light Barrier&lt;br /&gt;
** Earth Shell&lt;br /&gt;
** Darkness Shell&lt;br /&gt;
** Earth Armor&lt;br /&gt;
** Darkness Armor&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Use of the Auto Skip, Wave Streaming, and Wave Surge softwares, obtainable from the Headquarters, are encouraged.&lt;br /&gt;
* You will take ~20-25% damage to your shield at the beginning of the round before gaining enough Darkness Shell buffs to reduce the damage taken to an amount that Darkness Armor can fully nullify. Damage from Earth enemies will already be nullified from the outset.&lt;br /&gt;
* With enough patience (~1 hour of nonaccelerated game time), this can also work in hardmode. And yes, I have tested it in hardmode. Didn't think it'll work.&lt;br /&gt;
* If you have access to [[Modules#Era|era modules]], you can also equip Advanced Shield and Shield Amplifier to progress even faster (~4 minutes of nonaccelerated game time in hardmode), as damage from the Barrier modules scale with maximum shieldpoints.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c4-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies ONLY take 100% damage from their own element type&lt;br /&gt;
*Enemies are IMMUNE to any other element type damage except for their own&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Aftershock'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c4-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Found A Deep, Hot Ravine.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)&lt;br /&gt;
*Destroying light enemies damages the tower for 33% of its current shield as light damage&lt;br /&gt;
*Destroying earth enemies reduces the current energy of the tower by 33%&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Tremors'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c4-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces nature resistance and deals damage based on max. hp&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Poison Sting'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c4-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 75&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are invisible and untargetable&lt;br /&gt;
*Enemies become visible and targetable for 0.25 sec. after attacking&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Underground gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Volcano Challenges (Region 5)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c5-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Shells Of These Magma Entities Seem Impervious. Can You Survive Them Or Find Other Means To Defeat Them Until They Cool Off?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Fire}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with 1e100 generic armor&lt;br /&gt;
*Enemies start with negative health regeneration&lt;br /&gt;
*Enemies deal 1000 times more damage than normaly&lt;br /&gt;
| +1% {{Element|Fire}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c5-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies can only be damaged by using water or any module that ignores their element&lt;br /&gt;
*Enemies ignore elemental damage amplification/reduction from the element grid when attacking&lt;br /&gt;
|{{Module|Special|size=30px}} '''Molten Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c5-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
*You cannot use gems to upgrade modules&lt;br /&gt;
*Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor&lt;br /&gt;
*Enemies have 75% debuff resistance&lt;br /&gt;
| +3% {{Element|Fire}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode (credits to RookieError)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.&lt;br /&gt;
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c5-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Enemies In This Section Have Developed A Really Strong Shield.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shield points&lt;br /&gt;
*Shield amount is equal to max. hitpoint raised to the power of 3&lt;br /&gt;
*Boss units can spawn randomly like regular unit types&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Heatwave'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c5-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Volcano Is About To Erupt! Seems Like The Ashes Falling From The Sky Protect The Inhabitants Of This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Rain of Ashes'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c5-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Everytime a unit spawns or dies the tower loses 25% of its current health, shield and energy&lt;br /&gt;
*Health and shield loss is not considered incoming damage&lt;br /&gt;
*For each module you bring into this challenge the loss amount increases by 2%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Volcano gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=High Mountain Challenges (Region 6)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c6-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The High Air Density In This Area Creates A Significant Amount Of Pressure.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies reflect 100% of non-air damage&lt;br /&gt;
| +1% {{Element|Air}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c6-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like The Archers In This Area Have Incredibly Sharp Senses.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies will have +100% attack range&lt;br /&gt;
*Enemies are immune to fire and darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Storm Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c6-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Their Golems Seem To Be Indestructible Although Short-Lived.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Air enemies have 1000% movement speed&lt;br /&gt;
*Air enemies are immune to stuns&lt;br /&gt;
*Earth enemies are immune to all types of damage (immunity shows up as resistance)&lt;br /&gt;
*Earth enemies have negative health regeneration&lt;br /&gt;
| +3% {{Element|Air}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c6-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemy health is multiplied by 100&lt;br /&gt;
*Enemy damage is multiplied by {{Number|1e100}}&lt;br /&gt;
*Enemies move very slowly&lt;br /&gt;
*Enemies are immune to darkness damage (immunity shows up as resistance)&lt;br /&gt;
|{{Module|Special|size=30px}} '''Aero Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c6-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Alert The Local Fauna.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Goats will occasionally roam across the map&lt;br /&gt;
*Goats deal 20% of of the tower's max hp as air damage upon contact&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Stampede'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c6-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Area of effect of active, passive and aura modules is reduced by 90%&lt;br /&gt;
*Base attack range of the tower is 3m instead of 18m&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''High Mountain Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Jungle Challenges (Region 7)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c7-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Who Knows What Lurks In The Thicket?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies apply poison when attacking&lt;br /&gt;
*Poison reduces attack speed and attack range&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +3% {{Element|Nature}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c7-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Rainy Climate And Humid Temperatures Provide The Perfect Environment For Exceptional Growth.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Max. hitpoints and damage of enemies increase over time&lt;br /&gt;
*Enemies regenerate 20% of their max. HP per second&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Monsoon Aura'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c7-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Never Confuse Venomous With Poisonous!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Nature}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies are poisonous (not venomous)&lt;br /&gt;
*Attacking enemies inflicts a poison effect on the attacker for each damage instance hitting them&lt;br /&gt;
*Poison deals nature damage based on max. HP and reduces the nature resistance&lt;br /&gt;
*Higher stacks of poison are more potent&lt;br /&gt;
| +1% {{Element|Nature}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c7-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Those Beasts Withstand Anything. We Should Not Make Too Much Noise.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Nature}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to debuffs and stuns&lt;br /&gt;
*Enemies spawn with x8 HP and damage for each module inside your blueprint&lt;br /&gt;
*Enemies spawn with 99% generic damage resistance&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Gaia's Protection'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c7-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Is The Coconut?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Utility|size=30px}}&lt;br /&gt;
*Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are Monkeys&lt;br /&gt;
*Whenever a Monkey dies all other Monkeys gain x10 health and damage&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Return to Monkey'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c7-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Proof That You Are The King Of The Jungle!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with shieldpoints equal to their max. health&lt;br /&gt;
*Enemies regenerate 50% of their max. health per second&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Jungle Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Metallic Ruins Challenges (Region 8)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c8-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Looks Like We Have To Choose Between Hitting Against Rocks Or Getting Electrocuted ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies have a 10% chance to stun an attacker&lt;br /&gt;
*Electricity enemies have a 10% chance to stun their target when attacking&lt;br /&gt;
*Stuns from enemies last up to 10 seconds&lt;br /&gt;
| +3% {{Element|Electricity}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c8-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Are Short-Circuiting All Of Our Machines!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Killing Electricity enemies increases the cooldown of all active modules by 1% for each Ultimate module in your blueprint (additively with itself)&lt;br /&gt;
| +5% Factory Producer production per completed challenge (ALL producers)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c8-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Static In The Air Seems To Cause Some Sort Of Levitation Effect On Projectiles.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 400&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Air}}&lt;br /&gt;
|Archer&lt;br /&gt;
|&lt;br /&gt;
*Max. 16 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to T3&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Archers spawn with an attack range of 100m but with negaitve health regeneration&lt;br /&gt;
*Cooldown of all active modules is doubled&lt;br /&gt;
| +1% {{Element|Electricity}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c8-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+What Is Going On Here? The Elemental Laws Do Not Apply Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*All elements are immune to Earth damage&lt;br /&gt;
*All elements deal unlimited damage to Neutral elements&lt;br /&gt;
|{{Module|Special|size=30px}} '''Magnetic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c8-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tech Appears To Be Non-Fuctional In This Particluar Area. How Are We Going To Approach The Issue?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Electricity}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*XP drops are reduced by 99%&lt;br /&gt;
*Enemies are immune to Neutral damage&lt;br /&gt;
*Enemies are immune to Universal damage&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Battery Foundation'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c8-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Level Of Engineering Confuses Our Targeting Systems!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies can protect themselves with Gears&lt;br /&gt;
*Enemies need 100 energy to spawn a Gear&lt;br /&gt;
*Enemies with Gears are untargetable for 4 seconds&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Metallic Ruins Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Beach Challenges (Region 9)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c9-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Low Tide! Where Is The Water?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Fire is immune to Universal and Water&lt;br /&gt;
*Fire is very resistant against Earth and Fire&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Low Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c9-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+High Tide! Too Much Water.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 350&lt;br /&gt;
|{{Element|Fire}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Water is immune to Universal and Fire&lt;br /&gt;
*Water is very resistant against Earth and Water&lt;br /&gt;
|{{Module|Utility|size=30px}} '''High Tide'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c9-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Sand Seems To Apply Crustacean-Like Features To Enemies In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Neutral, Universal, Darkness, Light and Fire damage&lt;br /&gt;
*Enemies have a 25% chance per indivitual element-type to spawn with a specific amount of base armor for said element&lt;br /&gt;
*The armor amount equals that current wave raised to the power of 10&lt;br /&gt;
| +1% Sea Mile generation Factor in the [[Shipyard]] per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c9-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+As The Waves Hit The Basement Of The Tower ... It Starts To Crumble.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies attacking the Tower will redice its generic resistance forever.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Shoreline Boost'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c9-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Crabs! Hopefully The Don't Start Dancing.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with a randomized amount of armor for each element (logarithmically distributed)&lt;br /&gt;
|Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c9-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Whatever Depths They Emerged From Is Not Of Our Concern.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Destroying enemies has a 10% chance to stun the Tower&lt;br /&gt;
*If the Tower does not get stunned it will be slowed down for 30 seconds&lt;br /&gt;
*The stun and the debuff appear as a positive buff instead of a negative one&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Beach Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ocean Challenges (Region 10)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c10-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Water Pressure Is Immense Down Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Health regeneration is disabled&lt;br /&gt;
*Using any active module has a 5% chance to instantly destroy the Tower&lt;br /&gt;
| +1% {{Element|Water}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c10-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+All This Water Really Handicaps Our Performance.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to T2&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*Base attack range is reduced by 25%&lt;br /&gt;
*Base attack cooldown is increased by 200%&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Diver's Shield'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c10-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Presence Inside This Trench Seems To Make The Local Wildlife More Aggressive.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal at least as much damage as the maximum hitpoints of the Tower&lt;br /&gt;
*Enemies spawn with 1 shieldpoint&lt;br /&gt;
*Enemies will fully block the first incoming damage instance if they have more than 0 shieldpoints&lt;br /&gt;
| +1% {{Element|Water}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c10-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Ensure To Properly Depressurize The Situation.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 125&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Base resistance against Water damage is greatly reduced&lt;br /&gt;
*Base attack cooldown increase each enemy that spawns by 5% (multiplicatively)&lt;br /&gt;
*Destroying an enemy removes the attack cooldown increase from that enemy&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Aquatic Absorption'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c10-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Our Tower Is Heavily Restricted In This Depth. We Should Probably Bring A Good Shield To The Party ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 24 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tower max. HP are locked at 1&lt;br /&gt;
*Tower attack range is locked at 10m&lt;br /&gt;
*Tower max. energy is capped at 100&lt;br /&gt;
|{{Module|Special|size=30px}} '''Ocean Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c10-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Particular Section Of The Ocean Has A Strange Effect On Our Blueprint Compatibility.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*All damage against Neutral types is multiplied by {{Number|1e100}}&lt;br /&gt;
*Neutral damage is multiplied by x0 against all other element types&lt;br /&gt;
*Special modules can be used in this challenge regardless of their level/tier&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Ocean Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Neutral Challenges (Region 11)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c11-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Very Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
| +1% {{Element|Neutral}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c11-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is Even More Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag decreases attack range by 10%&lt;br /&gt;
*Each equipped module not containing a &amp;lt;code&amp;gt;#NEUTRAL&amp;lt;/code&amp;gt; tag increases attack cooldown by 25%&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Anti-Neutral Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c11-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Appears To Be Less Neutral.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*All elements deal 0 damage against Neutral except for Neutral&lt;br /&gt;
*Whenever an enemy gets destroyed a random element will become +1% (additive) more effective against Neutral but Neutral will become 2% less effective against Neutral (multiplicative)&lt;br /&gt;
| +1% {{Element|Neutral}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c11-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Now This Is Some Contrast.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c11-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Requires Pure Neutral Strength.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Neutral Taste'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Neutral Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c11-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Completing This Will Put Us Into A True Neutral State.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total&lt;br /&gt;
*No {{Module|Utility|size=30px}}&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Neutral damage heals Neutral enemies&lt;br /&gt;
*Universal damage heals Universal enemies&lt;br /&gt;
*Enemies are immune to any type of reflect damage&lt;br /&gt;
*Destroying Universal enemies triggers a spawn tick full of Neutral enemies if there is at least 1 remaining unit on the map&lt;br /&gt;
*The additional spawn tick is not bound to the maximum unit limit&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Neutral Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dark Realm Challenges (Region 12)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c12-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Realm Is Void Of Any Light.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to Darkness, Neutral and Universal damage&lt;br /&gt;
*Enemies deal 75% of the Tower's max. HP as additional Darkness damage&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c12-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Pure Darkness Seems To Provide Some Defensive Properties.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies only start taking damage after the 7th hit&lt;br /&gt;
*Only damage instances dealing more than 0 damage are counted as hits&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Unholy Cloak'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c12-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Directly Executing Them Won't Work.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to damage instances that exceed their max. health&lt;br /&gt;
| +1% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c12-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Darkness Is The Most Cursed Element.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*When enemies attack they apply a stacking curse on their target&lt;br /&gt;
*After the curse reaches 100 stacks the target will instantly die&lt;br /&gt;
*Enemies spawn with shield equal to their max. health&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Grim Reaper'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by The roan&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; &lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
VY1BCsMwDAS/UvwAQ3usn1J6UGzFFVFlY8mEUvr3OoEccllmFpb9uok71kZi6u6Xh4svYEbJqGEuXRIYFfGJ4F0kBRRs+eMnUIqHzFzWgxvmjfZRsLJi89rryOvJbkErMvvMEGlrKy3jEMwgLsMQk3v+/g==&lt;br /&gt;
&lt;br /&gt;
Offensive:&lt;br /&gt;
Attack speed&lt;br /&gt;
&lt;br /&gt;
Defensive:&lt;br /&gt;
Diamond foundation&lt;br /&gt;
&lt;br /&gt;
Utility:&lt;br /&gt;
Energy&lt;br /&gt;
Energy flow&lt;br /&gt;
Energy regeneration&lt;br /&gt;
&lt;br /&gt;
Ultimate:&lt;br /&gt;
Super tower&lt;br /&gt;
Super tower 2&lt;br /&gt;
Glacier spikes&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c12-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Unholy Deals In This Realm Seem To Provide Enhanced Powers.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Earth enemies are immune to all elements except Earth&lt;br /&gt;
*Darkness elements spawn with shieldpoints equal to their max. healthpoints&lt;br /&gt;
*Water enemies are immune to Earth damage and move incredibly fast&lt;br /&gt;
|{{Module|Special|size=30px}} '''Soul Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c12-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Heart Of Darkness Lies Before Us. They Shall Not Pass!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Special|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies have 100% debuff duration reduction&lt;br /&gt;
*Destroying an enemy divides the current hitpoints of the Tower by the max. hitpoints of the enemy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Dark Realm Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heaven Challenges (Region 13)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c13-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+It Seems Like The Light Elementals Can Fully Unleash Their Power In This Realm.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 200&lt;br /&gt;
|{{Element|Light}} {{Element|Air}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Destroying a Light enemy fully heals all other units on the map and increases their base max. health by 5% (multiplicatively)&lt;br /&gt;
| +1% {{Element|Light}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c13-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Blessings Of The Sky Provide Immense Defensive Capabilities.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies cannot take more than 20% of their max. health as damage&lt;br /&gt;
*Enemies have a 25% chance to heal 50% of their max. health whenever taking non-Light damage.&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Sky Blessing'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c13-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+They Seem To Absorb High Levels Of Energy From Their Surroundings.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 300&lt;br /&gt;
|{{Element|Light}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 28 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies spawn with Generic Armor equal to the Tower's max. health multiplied with its max. energy&lt;br /&gt;
*Enemies have 100% resistance against Light, Nature, Fire and Electricity damage.&lt;br /&gt;
| +1% {{Element|Light}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c13-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Not Even Heaven Is Devoid Of Darkness.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*All elements except for Darkness and Light deal /1000000 damage&lt;br /&gt;
*Light enemies have very high Darkness Armor&lt;br /&gt;
*Darkness enemies have very high Light Armor&lt;br /&gt;
*Light enemies that get destroyed will turn into Darkness enemies&lt;br /&gt;
*Darkness enemies that were Light enemies before move slower&lt;br /&gt;
| +1% [[Arcade]] Token reward factor per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c13-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Light Enemies Seem To Take On The Roles Of Protector In Their Natural Habitat.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 175&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Light enemies provide a massive Generic Armor boost to nearby non-Light enemies&lt;br /&gt;
|{{Module|Special|size=30px}} '''Angelic Core'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c13-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Energy Seems To Lead To A Disadvantage Here.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Light}} {{Element|Electricity}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies divide their target's current health and shield by their target's amount of missing energy&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Heaven Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Universe Challenges (Region 14)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c14-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Where Are The Universals Coming From? Why Does The Universe Grant Them So Much Power?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 60&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Universal enemies are immune to all elements except for Neutral and Universal&lt;br /&gt;
*Immunity is applied as inherit elemental resistance instead of regular resistance&lt;br /&gt;
*Destroying an enemy subtracts the max. health of that enemy from the Tower's base armor of the enemy's element&lt;br /&gt;
| +1% {{Element|Universal}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c14-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Gravity Is Really Strong In This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 150&lt;br /&gt;
|{{Element|Light}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*No {{Module|Ultimate|size=30px}}&lt;br /&gt;
*No {{Module|Legendary|size=30px}}&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*The Tower attacks 50 times slower&lt;br /&gt;
*Enemies move 2 times slower&lt;br /&gt;
*All enemies have 100% resistance against Light and Darkness damage.&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Crit'''&lt;br /&gt;
{{Module|Offensive|size=30px}} '''Anti-Universal Crit'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c14-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Have To Be Quick Before The Tower Gets Crushed Under The Weight Of Those Universals.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 225&lt;br /&gt;
|{{Element|Electricity}} {{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*The damage multiplier attribute of a random element gets multiplied by 0.95 whenever the Tower receives damage&lt;br /&gt;
*Attack range of enemies is doubled&lt;br /&gt;
| +1% {{Element|Universal}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c14-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like Universals Dislike The Use Of Active Modules.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 10 {{Module|Offensive|size=30px}}&lt;br /&gt;
*Max. 4 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module&lt;br /&gt;
*All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module&lt;br /&gt;
|{{Module|Offensive|size=30px}} '''Universal Burst'''&lt;br /&gt;
{{Module|Defensive|size=30px}} '''Universal Block'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c14-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Sounds Way Too Easy Or Way Too Hard At The Same Time.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 120&lt;br /&gt;
|{{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to T5&lt;br /&gt;
*Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
*Gems cannot be used to upgrade modules&lt;br /&gt;
*XP drop rate is x125 higher&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Universal Resistance'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c14-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Lack Of Any Tricky Rules Is Unnerving.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Tier of Special modules is ignored for this challenge&lt;br /&gt;
*Tier of Utility modules is ignored for this challenge&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Universe Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chaos Challenges (Region 15)=&lt;br /&gt;
&lt;br /&gt;
==Level #1 (c15-1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+We Can't Even See Them!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 50&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
*Modules have to be maxed T1 or above&lt;br /&gt;
*Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
*Enemies are &amp;quot;faster than light&amp;quot; (We need something to slow down time itself.)&lt;br /&gt;
| +3% Generic damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2 (c15-2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Retaliate Without Mercy.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 500&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 2 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T2 or above&lt;br /&gt;
*Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
*Enemies deal maximum damage&lt;br /&gt;
*Enemies have maximum armor&lt;br /&gt;
|{{Module|Utility|size=30px}} '''Crate of Rex'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3 (c15-3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+The Ultimate Test For Our Armor.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T3 or above&lt;br /&gt;
*Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to stuns&lt;br /&gt;
*Being attacked decreases the Tower's base armor of the enemies element by a factor of 10 (first hit will set the base armor to -1, armor gained from modules is not considered base armor)&lt;br /&gt;
| +1% Generic resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4 (c15-4)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Is This Even Possible?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T4 or above&lt;br /&gt;
*Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies reflect 100% of incoming damage as pure damage&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Captain's Reflect'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5 (c15-5)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Seems Like We Can Use Most Active Modules Only Once?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 100&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies are immune to reflect damage&lt;br /&gt;
*Enemies are immune to overkill damage&lt;br /&gt;
*Active modules have infinite cooldown after being used&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Something'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6 (c15-6)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+This Is The End Of The Road When It Comes To Challenges. Time To Show What You Are Made Of.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Wave 250&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
*Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
*Modules have to be maxed T5 or above&lt;br /&gt;
*Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
*Enemies mimic all the modules inside your blueprint&lt;br /&gt;
|{{Module|Legendary|size=30px}} '''Chaos Gift'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Solutions&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era non-hardmode by megas_mrc&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
use this code&lt;br /&gt;
&lt;br /&gt;
Y2hhb3MgNiBieSBNZWdhc19NUkM7YXR0YWNrLmJhc2ljO2F0dGFjay5zcGVlZDtjcml0LmJhc2ljO2F0dGFjay5saWZlc3RlYWw7YXR0YWNrLmJvdW5jZTthdHRhY2subXVsdGlzaG90O2F0dGFjay51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2ZvdW5kYXRpb24uc3RvbmU=&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Pre-era hardmode&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Yoshi128986&amp;diff=3743</id>
		<title>User:Yoshi128986</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Yoshi128986&amp;diff=3743"/>
		<updated>2025-02-21T17:10:44Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Yoshi128986 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Yoshi128986==&lt;br /&gt;
&lt;br /&gt;
(Image goes here)&lt;br /&gt;
&lt;br /&gt;
Why are you still here? Go read the wiki.&lt;br /&gt;
&lt;br /&gt;
I suppose I can tell you a little about me. &lt;br /&gt;
&lt;br /&gt;
Hello! I am Yoshi128986, I mostly play tpt2 for fun, with fun activities like beating a boss for 250 hours, and trying to beat a different boss in tier 50 24 times before succeeding, or playing perfect space on pacifist with various challenges, or trying to full clear adventure manually, or killing yet another boss on tier 300, or working towards infinite t1 resource drop boosters, or making infinite tier 10 ore, or killing yet another boss on tier 1000. And then there's my mt0 save, where I have created 512 tier 4 producers, gotten 5 stacks in the gem experiment, beaten every possible challenge but c8-1, c12-1, and c14-1, beaten universe, am making legitimate efforts to finish exotic experiment and the mine, finished the nature &amp;amp; darkness experiments, have obtained every known possible module at this tier (other than regional modules that I don't need), working towards town level 1000. If you don't know me for any of this, perhaps you know me from the hardmode challenge solutions from that one github? Maybe a 90/90 script? Maybe the inf 25 bp? Perhaps you just know me from the discord, that is perfectly fine. &lt;br /&gt;
&lt;br /&gt;
Ping me any time @yoshi128986 on discord if anything on the wiki is out of date, I may look at it at some point and maybe, if you're lucky, I will fix it. &lt;br /&gt;
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So you're still here? Prove to me your negotiation skills to me and you can proceed.&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter&amp;diff=3742</id>
		<title>Winter</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter&amp;diff=3742"/>
		<updated>2025-02-13T21:45:56Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: updated Winter challenge rewards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Winter.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=2877&lt;br /&gt;
|medium=21852&lt;br /&gt;
|hard=419964&lt;br /&gt;
|insane=3.426E+07&lt;br /&gt;
|nightmare=2.854E+10&lt;br /&gt;
|impossible=5.237E+16&lt;br /&gt;
}}&lt;br /&gt;
'''Winter''' is the third region in the game, unlocked after completing wave 100 on [[Desert]]. &lt;br /&gt;
The region consists of 4 lanes that enemies may spawn from.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Underground]] region.&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
{{See also|Challenge Mode}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Enemies!!Goals!!Rules!!Rewards&lt;br /&gt;
|-&lt;br /&gt;
!Level #1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Reach wave 500&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 10 modules in total&lt;br /&gt;
* Max 1 defensive modules&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
* Enemies cannot be slowed below their base movement speed&lt;br /&gt;
* Enemies have 75% debuff resistance&lt;br /&gt;
* Enemies have 75% stun resistance}}&lt;br /&gt;
| +1% module drop chance per completed challenge&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Level #2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Air}} {{Element|Water}}&lt;br /&gt;
|Reach wave 400&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 12 modules in total&lt;br /&gt;
* Max. 6 offensive modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
* Tower starts with 400% increased attack cooldown&lt;br /&gt;
* Map is covered in a snowstorm}}&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Snowstorm'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Reach wave 350&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 8 modules in total&lt;br /&gt;
* Tower attacks per second affect enemies base movement speed on spawn&lt;br /&gt;
* Tower attacks per second affect enemies base health regeneration on spawn&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3}}&lt;br /&gt;
| +5% max health per completed challenge&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
!Level #4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
|Reach wave 225&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 18 modules in total&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
* Every unit that spawns increases the tower's attack cooldown by 0.001 seconds&lt;br /&gt;
* Base health and damage of enemies is squared}}&lt;br /&gt;
| +1% wave acceleration factor for wave streaming per completed challenge&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
!Level #5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 200&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 10 modules in total&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Olaf!}}&lt;br /&gt;
|{{Module|Ultimate|size=30px}} '''Mjölnir'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|Reach wave 125&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 8 modules in total&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Enemies gain 1% resistance per enemy on the map (additive)&lt;br /&gt;
* Enemies become invulnerable to almost all damage when 100 enemies are on the map}}&lt;br /&gt;
|{{Module|Defensive|size=30px}} '''Winter's Gift'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''||Wave {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss shield'''||Random 1.2%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Winter tree town asset.png|40px|Winter tree|link=Special:FilePath/Winter_tree_town_asset.png]] Winter tree&lt;br /&gt;
:[[File:Snowman town asset.png|40px|Snowman|link=Special:FilePath/Snowman_town_asset.png]] Snowman&lt;br /&gt;
:[[File:Winter rock town asset.png|40px|Winter rock|link=Special:FilePath/Winter_rock_town_asset.png]] Winter rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=3735</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=3735"/>
		<updated>2025-02-09T17:43:06Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Collecting and Unlocking Stones */ updated outdated information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Early Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new [[Modules]] that are vital to progression in Infinity phase, ''Infinity Foundation'' and ''Infinity Attack''. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.&lt;br /&gt;
&lt;br /&gt;
==Infinity Enemies &amp;amp; Module Fragments==&lt;br /&gt;
[[File:Infinityanalysis.png|200px|thumb|The Analysis tab shows information about the new Infinity enemies.]]&lt;br /&gt;
[[File:Modulefragments.png|200px|thumb|The 4 types of module fragments.]]&lt;br /&gt;
For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering ''100QiD (1e50)'' resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get '''dramatically''' increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as '''mimicking''' your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to ''1+Log10(Current Infinity)'', meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: '''Module Fragments'''. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.&lt;br /&gt;
&lt;br /&gt;
Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:&lt;br /&gt;
&lt;br /&gt;
*'''Don't overthink things.''' Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not ''immune'' to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.&lt;br /&gt;
*'''Try to limit your module usage.''' Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.&lt;br /&gt;
*'''Don't be afraid to be creative.''' Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.&lt;br /&gt;
*And finally, '''Remember it is okay if you are constantly dying at the beginning.''' Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official [https://discord.gg/fireswordstudios Discord] Server. People are very much willing to help you if you need it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed style=&amp;quot; text-align:center; background-color:#fff&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;&amp;quot; |Chart of bonuses enemies get with higher difficulties&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Element&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Medium&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Hard&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Insane&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Nightmare&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Impossible&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Neutral&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Neutral|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fire&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Fire|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(20*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;-90%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||20px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Water&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Water|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Earth&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Earth|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Air&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Air|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Nature&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Nature|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Light&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Light|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(HP*1000)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Darkness&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Darkness|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Electricity&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Electricity|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(200*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(20*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Universal&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{Element|Universal|size=80px}}&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(HP*1000)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infinity Grid==&lt;br /&gt;
{{See also|Modules#Infinity}}&lt;br /&gt;
&lt;br /&gt;
[[File:Infinitygridsection.png|200px|thumb|The starting section of the Infinity Grid.]]&lt;br /&gt;
&lt;br /&gt;
The Infinity Grid is where you unlock new Infinity Tier modules. Aside from ''Infinity Foundation'' and ''Infinity Attack'', which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.&lt;br /&gt;
&lt;br /&gt;
==Anvil==&lt;br /&gt;
&lt;br /&gt;
The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. '''Note: Locked bonuses will remain even if the node moves outside the circle afterwards.'''&lt;br /&gt;
[[File:Anvil.png|300px|thumb|The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.]]&lt;br /&gt;
There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Offensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Neutral)&lt;br /&gt;
* Damage Factor (Fire)&lt;br /&gt;
* Damage Factor (Water)&lt;br /&gt;
* Damage Factor (Earth)&lt;br /&gt;
* Damage Factor (Air)&lt;br /&gt;
* Damage Factor (Nature)&lt;br /&gt;
* Damage Factor (Light)&lt;br /&gt;
* Damage Factor (Darkness)&lt;br /&gt;
* Damage Factor (Electricity)&lt;br /&gt;
* Damage Factor (Universal)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Defensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resistance (vs. Neutral)&lt;br /&gt;
* Resistance (vs. Fire)&lt;br /&gt;
* Resistance (vs. Water)&lt;br /&gt;
* Resistance (vs. Earth)&lt;br /&gt;
* Resistance (vs. Air)&lt;br /&gt;
* Resistance (vs. Nature)&lt;br /&gt;
* Resistance (vs. Light)&lt;br /&gt;
* Resistance (vs. Darkness)&lt;br /&gt;
* Resistance (vs. Electricity)&lt;br /&gt;
* Resistance (vs. Universal)&lt;br /&gt;
* Max. Health (Tower)&lt;br /&gt;
* Max. Shield (Tower)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Utility Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resource Drops (Enemies)&lt;br /&gt;
* Cooldown (Active Modules)&lt;br /&gt;
* Tower Testing XP Factor&lt;br /&gt;
* Town XP Factor&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Ultimate Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Tower)&lt;br /&gt;
* Basic Resistance (Tower)&lt;br /&gt;
* Attack Range (Tower)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Progressing==&lt;br /&gt;
&lt;br /&gt;
Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before. &lt;br /&gt;
&lt;br /&gt;
=Late Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.&lt;br /&gt;
&lt;br /&gt;
==Infinity Stones==&lt;br /&gt;
&lt;br /&gt;
The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be quite long, though doable if you work towards it. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.&lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See [[Regions]] for more information.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
* Earth: Underground (R4)&lt;br /&gt;
* Fire: Volcano (R5)&lt;br /&gt;
* Air: High Mountain (R6)&lt;br /&gt;
* Nature: Jungle (R7)&lt;br /&gt;
* Electric: Metallic Ruins (R8)&lt;br /&gt;
* Water: Ocean (R10)&lt;br /&gt;
* Darkness: Dark Realm (R12)&lt;br /&gt;
* Light: Heaven (R13)&lt;br /&gt;
* Universal: Universe (R14)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 250 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Neutral&lt;br /&gt;
| 10x or greater Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Earth&lt;br /&gt;
| 100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Fire&lt;br /&gt;
| T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Air&lt;br /&gt;
| 1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Nature&lt;br /&gt;
| 100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Electric&lt;br /&gt;
| 100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Water&lt;br /&gt;
| 100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Darkness&lt;br /&gt;
| 12 or more Maximized servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Light&lt;br /&gt;
| 1000 or more Arcade Coins in the Arcade&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Universal&lt;br /&gt;
| 1 Tier 3 boss or 2 Tier 2 bosses defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]&lt;br /&gt;
[[File:Stone Charge Menu.png|200px|thumb|This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.]]&lt;br /&gt;
[[File:Infstonepower.png|200px|thumb|The formulas for increased Infinity Power on higher difficulties.]]&lt;br /&gt;
To charge a stone you will need to get a base value of 200 elemental energy, which can be reduced by purchasing the &amp;quot;Charge Required&amp;quot; exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, whose speed and production can be boosted by the middle bar (speed) and bottom bar (production), respectively. The base time it takes for a bar to fill up is equal to 5 minutes divided by the Infinity Power of the specific region that specific bar is based on. '''Higher Difficulties give slightly more Infinity Power per Infinity'&amp;lt;nowiki/&amp;gt;'', but also feature ''dramatically increased enemy stat scaling per infinity''', it's best to do all the difficulties in a region.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There are 7 exotic refinements:&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Exotic Refinements&lt;br /&gt;
|&lt;br /&gt;
* Charge Required - Reduces the amount of energy needed to fully charge the stone&lt;br /&gt;
* Speed Bonus - Increases the amount of speed that is gained per bar completion&lt;br /&gt;
* Production Bonus - Increases the amount of energy that is gained per bar completion&lt;br /&gt;
* Charge Duration - Decreases the time it takes for the charge bar to fill&lt;br /&gt;
* Speed Tick Duration - Decreases the time it takes for the speed bar to fill&lt;br /&gt;
* Production Tick Duration - Decreases the time it takes for the production bar to fill&lt;br /&gt;
* Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Maxing out every exotic refinement for a single stone costs as follows:&lt;br /&gt;
&lt;br /&gt;
- Charge Required - 150 upgrades, 2.121e11 (212092251364) total cost.&lt;br /&gt;
&lt;br /&gt;
- Speed Bonus / Tick - 90 upgrades, 4.153e10 (41531317811) total cost.&lt;br /&gt;
&lt;br /&gt;
- Production Bonus / Tick - 150 upgrades, 6.787e10 (67869520388) total cost.&lt;br /&gt;
&lt;br /&gt;
- Charge Duration - 100 upgrades, 3.624e11 (362415128196) total cost.&lt;br /&gt;
&lt;br /&gt;
- Speed Tick Duration - 100 upgrades, 5.891e11 (589091215666) total cost.&lt;br /&gt;
&lt;br /&gt;
- Production Tick Duration - 100 upgrades, 1.964e11 (196363738521) total cost.&lt;br /&gt;
&lt;br /&gt;
- Extraction / Infinity - 20 upgrades, 1.516e9 (1515824476) total cost.&lt;br /&gt;
&lt;br /&gt;
Total cost for 1 stone: 1.471e12 (1470878996422) exotic gems&lt;br /&gt;
&lt;br /&gt;
If you’re wondering how to afford all the upgrades, you can '''add Condense to your tower testing blueprint''', '''try fabricating some exotic producers in Factory''', and '''do 24 hour shipments in Shipyard when the weather is good'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stone Charging Regions&lt;br /&gt;
!Stone!!Extraction Region!!Speed Region!!Amount Region&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||Neutral||Heaven||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Light||Heaven||Metallic Ruins||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Darkness||Dark Realm||Ocean||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Nature||Jungle||Desert||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Water||Ocean||Beach||Winter&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Volcano||Dark Realm||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Underground||Universe||High Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Air||High Mountain||Heaven||Beach&lt;br /&gt;
|-&lt;br /&gt;
|Electricity||Metallic Ruins||Universe||Volcano&lt;br /&gt;
|-&lt;br /&gt;
|Universal||Universe||Chaos||Neutral&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended. The last perk in the list is the only way to first access the Final Boss.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine.&lt;br /&gt;
&lt;br /&gt;
'''Water: Gives the current shipment rewards without finishing it.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement.'''&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory.&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e40 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.&lt;br /&gt;
&lt;br /&gt;
All stones: Gives 1e60 town resources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire: Raises anvil fragment effectivity to the power of 1.1.'''&lt;br /&gt;
&lt;br /&gt;
'''Light: Start with max. Era stat dividers.'''&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
'''Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.'''&lt;br /&gt;
&lt;br /&gt;
'''Universal, Other Element (besides Neutral): Multiplies damage of that element by 1e40.'''&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.&lt;br /&gt;
&lt;br /&gt;
'''All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the [[Statue of Cubos]]. ''Note: Not required after defeating it.'')'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 10 seconds instead of 1 hour.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Permanently grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Infinity Forge==&lt;br /&gt;
The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type.&lt;br /&gt;
Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;320px&amp;quot; heights=&amp;quot;240px&amp;quot;&amp;gt;&lt;br /&gt;
File:Infinityforge.png|The Infinity Forge. Price Factor costs Gems, and Reforge Levels cost fragments.&lt;br /&gt;
File:Reforge.png|The Reforging menu, where you can set module tier and level.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:AI-Script-Editor.png&amp;diff=3734</id>
		<title>File:AI-Script-Editor.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:AI-Script-Editor.png&amp;diff=3734"/>
		<updated>2025-02-09T00:43:02Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: Yoshi128986 uploaded a new version of File:AI-Script-Editor.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of an empty script called &amp;quot;Wiki&amp;quot; in the AI-Script-Editor of The Perfect Tower 2.&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3604</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3604"/>
		<updated>2024-12-12T02:41:02Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: finsihed 2024 calender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck. Note that milk efficiency is normally 0 for coal, but with a calendar upgrade it has a x0.15 multiplier.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||250*'''tier'''*'''100^tier'''||{{Number|25000}}||{{Number|5000000}}||{{Number|750000000}}||{{Number|100000000000}}||{{Number|12500000000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!'''Toy (Tower Bonuses)'''&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car (Attack Range, Attack Speed, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker (Dropchance, Damage, Town XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear (Energy Cost, Town XP, Attack Range)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum (Dropchance, Cooldown, Damage)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck (Cooldown, Energy Regen, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat (Cooldown, Damage, Energy Regen)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker (Town XP, Energy Cost, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5 maximum workers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train (Energy Regen, Dropchance, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles (Tower Testing XP, Attack Range, Energy Cost)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 C heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
===2022-2023===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3599</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3599"/>
		<updated>2024-12-06T01:58:57Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: various fixed, added day 6 for 2024&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||'''none'''||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|750 M (7.5e8)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!'''Toy (Tower Bonuses)'''&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car (Attack Range, Attack Speed, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker (Dropchance, Damage, Town XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear (Energy Cost, Town XP, Attack Range)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum (Dropchance, Cooldown, Damage)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck (Cooldown, Energy Regen, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat (Cooldown, Damage, Energy Regen)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker (Town XP, Energy Cost, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5 maximum workers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train (Energy Regen, Dropchance, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles (Tower Testing XP, Attack Range, Energy Cost)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 C heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===2022-2023===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Yoshi128986&amp;diff=3598</id>
		<title>User:Yoshi128986</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Yoshi128986&amp;diff=3598"/>
		<updated>2024-12-06T01:38:26Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Yoshi128986 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Yoshi128986==&lt;br /&gt;
&lt;br /&gt;
(Image goes here)&lt;br /&gt;
&lt;br /&gt;
Why are you still here? Go read the wiki.&lt;br /&gt;
&lt;br /&gt;
I suppose I can tell you a little about me. &lt;br /&gt;
&lt;br /&gt;
Hello! I am Yoshi128986, I mostly play tpt2 for fun, with fun activities like beating a boss for 250 hours, and trying to beat a different boss in tier 50 24 times before succeeding, or playing perfect space on pacifist with various challenges, or trying to full clear adventure manually, or killing yet another boss on tier 300, or working towards infinite t1 resource drop boosters, or making infinite tier 10 ore, or killing yet another boss on tier 1000. And then there's my mt0 save, where I have created 512 tier 4 producers, gotten 5 stacks in the gem experiment, beaten every possible challenge but c8-1, c10-1, c12-1, and c14-1, beaten universe, am making legitimate efforts to finish exotic experiment and the mine, finished the nature &amp;amp; darkness experiments, have obtained every known possible module at this tier (other than regional modules that I don't need), working towards town level 1000. If you don't know me for any of this, perhaps you know me from the hardmode challenge solutions from that one github? Maybe a 90/90 script? Maybe the inf 25 bp? Perhaps you just know me from the discord, that is perfectly fine. &lt;br /&gt;
&lt;br /&gt;
Ping me any time @yoshi128986 on discord if anything on the wiki is out of date, I may look at it at some point and maybe, if you're lucky, I will fix it. &lt;br /&gt;
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So you're still here? Prove to me your negotiation skills to me and you can proceed.&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3597</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3597"/>
		<updated>2024-12-05T01:15:23Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: updated calender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||'''none'''||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|750 M (7.5e8)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
| +3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
=== 2024 ===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 2022-2023 ===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3596</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3596"/>
		<updated>2024-12-04T04:00:54Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: This should finally be up to date I hope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
| +3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |-20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |-30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
===Day 3 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman &amp;amp; Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
===Day 4 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3595</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3595"/>
		<updated>2024-12-02T04:05:31Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.4-1.7x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| +3-10 workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
3 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3594</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3594"/>
		<updated>2024-12-02T04:03:28Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.4-1.7x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| +3-10 workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3593</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3593"/>
		<updated>2024-12-02T04:02:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.4-1.7x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3590</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3590"/>
		<updated>2024-12-02T01:52:10Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3589</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3589"/>
		<updated>2024-12-02T01:33:23Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk efficiency&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk efficency&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3588</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3588"/>
		<updated>2024-12-02T01:29:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.08x Milk efficiency&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.12x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.05-1.15x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.2x milk efficency&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3587</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3587"/>
		<updated>2024-12-02T00:50:43Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.08x Milk efficiency&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.12x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.05-1.15x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
=== Day 2 (2024) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3586</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3586"/>
		<updated>2024-12-02T00:19:40Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.08x Milk efficiency&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.12x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.05-1.15x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3585</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3585"/>
		<updated>2024-12-01T23:18:20Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.08x Milk efficiency&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.12x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.05-1.15x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |-10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |+20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3584</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3584"/>
		<updated>2024-12-01T22:23:33Z</updated>

		<summary type="html">&lt;p&gt;Yoshi128986: /* Toys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Common&lt;br /&gt;
! Uncommon&lt;br /&gt;
! Rare&lt;br /&gt;
! Epic&lt;br /&gt;
! Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| 6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| 1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1.01-1.08x Milk efficiency&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| 1.03-1.12x milk efficiency&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| 1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Yoshi128986</name></author>
		
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