https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&user=Box&feedformat=atomThe Perfect Tower II - User contributions [en]2024-03-29T06:38:16ZUser contributionsMediaWiki 1.33.1https://www.perfecttower2.com/wiki/index.php?title=User:Box&diff=1604User:Box2021-06-22T16:32:57Z<p>Box: made user page so I can add drafts for wiki stuff here</p>
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<div>My cube that wanders around in the town is Tortoise Box</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Elements&diff=674Elements2020-12-26T16:18:06Z<p>Box: /* Legend */ hyperlink new round</p>
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<div>Every [[enemy]], every [[Modules|module]] and every attack has a specific element. Some elements are more effective or weaker against a certain type.<br />
<br />
A list of the elements and their behavior towards other elements can be found in the following table.<br />
{| class="wikitable" style="text-align:center; background-color:#fff"<br />
|+<br />
! width="80px" |Defender→<br>Attacker↴<br />
! width="80px" |Neutral<br />
! width="80px" |Fire<br />
! width="80px" |Water<br />
! width="80px" |Earth<br />
! width="80px" |Air<br />
! width="80px" |Light<br />
! width="80px" |Darkness<br />
! width="80px" |Nature<br />
! width="80px" |Electricity<br />
! width="80px" |Universal<br />
|-<br />
!Neutral<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|-<br />
!Fire<br />
|100%<br />
| style="background-color:#ffd600;" |50%<br />
| style="background-color:#d50000;" |25%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#00c853;" |200%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Water<br />
|100%<br />
| style="background-color:#00c853;" |200%<br />
| style="background-color:#ffd600;" |50%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Earth<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#ffd600;" |50%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
| style="background-color:#00c853;" |200%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Air<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#ffd600;" |50%<br />
| style="background-color:#00c853;" |200%<br />
| style="background-color:#d50000;" |25%<br />
|100%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Light<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
| style="background-color:#ffd600;" |50%<br />
| style="background-color:#00c853;" |200%<br />
|100%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Darkness<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#00c853;" |200%<br />
| style="background-color:#d50000;" |25%<br />
| style="background-color:#ffd600;" |50%<br />
|100%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Nature<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
|100%<br />
| style="background-color:#00c853;" |200%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#ffd600;" |50%<br />
|100%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Electricity<br />
|100%<br />
|100%<br />
| style="background-color:#00c853;" |200%<br />
| style="background-color:#d50000;" |25%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#ffd600;" |50%<br />
| style="background-color:#d50000;" |25%<br />
|-<br />
!Universal<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
|100%<br />
| style="background-color:#00c853;" |200%<br />
|}<br />
The difficulty of the region increases elemental effects by a factor. (% ^ factor)<br />
<br />
For example: Usually universal takes 25% damage from darkness, but on impossible difficulty it's 0.25^8 = ~0.00001525878<br />
{| class="wikitable" style="text-align:center;"<br />
|+<br />
!Difficulty<br />
!Factor<br />
|-<br />
|Easy<br />
|1<br />
|-<br />
|Medium<br />
|1.5<br />
|-<br />
|Hard<br />
|2<br />
|-<br />
|Insane<br />
|3<br />
|-<br />
|Nightmare<br />
|4<br />
|-<br />
|Impossible<br />
|8<br />
|}<br />
<br />
== Legend ==<br />
In the [[New Round]] window, the elements of the selected region are shown like so<br />
[[File:Elements.png|thumb|left|x100px|Element colors labeled]]<br />
<br />{{PerfectNavigation}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Faq&diff=654Faq2020-12-03T15:42:08Z<p>Box: Create page for frequently asked questions.</p>
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<div>For general questions and answers, please see the #faq channel in the official Fire Sword Studios [https://discord.gg/fireswordstudios discord]!<br />
<br />
[[Category:Guides]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Category:Guides&diff=652Category:Guides2020-12-03T15:33:01Z<p>Box: </p>
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<div>Here you will find a collection of guides related to [https://www.perfecttower2.com/ Perfect Tower 2].</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Category:Guides&diff=648Category:Guides2020-12-03T15:31:26Z<p>Box: Box moved page Guides to Category:Guides: Guides should be a category. Individual guides can get their own page.</p>
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<div>placeholder text</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Guides&diff=649Guides2020-12-03T15:31:26Z<p>Box: Box moved page Guides to Category:Guides: Guides should be a category. Individual guides can get their own page.</p>
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<div>#REDIRECT [[:Category:Guides]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Category_talk:Guides&diff=650Category talk:Guides2020-12-03T15:31:26Z<p>Box: Box moved page Talk:Guides to Category talk:Guides: Guides should be a category. Individual guides can get their own page.</p>
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<div>This Guides page should either:<br />
collate various guides created by users (E.g. a lot of guides/tips/advice/etc. can be found in the [https://discord.gg/fireswordstudios Discord]! So message links could be helpful)<br />
OR<br />
be moved to Category:Guides. Then individual guides can get their own page in the category.</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Talk:Guides&diff=651Talk:Guides2020-12-03T15:31:26Z<p>Box: Box moved page Talk:Guides to Category talk:Guides: Guides should be a category. Individual guides can get their own page.</p>
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<div>#REDIRECT [[Category talk:Guides]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Category_talk:Guides&diff=646Category talk:Guides2020-12-03T15:11:12Z<p>Box: Created page with "This Guides page should either: collate various guides created by users (E.g. a lot of guides/tips/advice/etc. can be found in the [https://discord.gg/fireswordstudios Discord..."</p>
<hr />
<div>This Guides page should either:<br />
collate various guides created by users (E.g. a lot of guides/tips/advice/etc. can be found in the [https://discord.gg/fireswordstudios Discord]! So message links could be helpful)<br />
OR<br />
be moved to Category:Guides. Then individual guides can get their own page in the category.</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Category:Guides&diff=645Category:Guides2020-12-03T15:03:50Z<p>Box: Add a page for user contributed guides</p>
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<div>placeholder text</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Regions&diff=623Regions2020-11-27T01:01:57Z<p>Box: Add navbox</p>
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<div>Placeholder text.<br />
{{PerfectNavigation}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Buildings&diff=622Buildings2020-11-27T01:01:36Z<p>Box: Add navbox</p>
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<div>Placeholder text.<br />
{{PerfectNavigation}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Talk:Headquaters&diff=621Talk:Headquaters2020-11-27T01:00:39Z<p>Box: </p>
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<div>Headquaters should be deleted. It should be safe to delete now as no pages link to it, as all references have been fixed to link to the [[Headquarters]] page.</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Chaos&diff=620Chaos2020-11-27T00:58:00Z<p>Box: Assign Regions category to page</p>
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<div>As of open alpha, "Chaos" is the final area of the game.<br />
<br />
{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Universe&diff=619Universe2020-11-27T00:57:55Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Heaven&diff=618Heaven2020-11-27T00:57:53Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&diff=617Dark Realm2020-11-27T00:57:51Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Neutral&diff=616Neutral2020-11-27T00:57:49Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Ocean&diff=615Ocean2020-11-27T00:57:47Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Beach&diff=614Beach2020-11-27T00:57:45Z<p>Box: Assign Regions category to page</p>
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<div>==Enemies==<br />
The base enemy structure consists of:<br />
<br />
*Neutral<br />
*Light<br />
*Electric<br />
*Nature<br />
*Air<br />
*Water<br />
*Earth<br />
<br />
{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&diff=613Metallic Ruins2020-11-27T00:57:43Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Jungle&diff=612Jungle2020-11-27T00:57:41Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=High_Mountain&diff=611High Mountain2020-11-27T00:57:39Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Volcano&diff=610Volcano2020-11-27T00:57:37Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Underground&diff=609Underground2020-11-27T00:57:35Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Winter&diff=608Winter2020-11-27T00:57:33Z<p>Box: Assign Regions category to page</p>
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<div>{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Forest&diff=607Forest2020-11-27T00:57:30Z<p>Box: Assign Regions category to page</p>
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<div>[[File:Forest region preview.PNG|thumb|Game menu screen preview of the Forest]]<br />
The first region, the forest is a simple natural environment with 4 lanes that enemies may spawn from.<br />
<br />
==Enemies==<br />
The base enemy structure consists of:<br />
<br />
*Neutral enemies<br />
*Fire enemies<br />
*Nature enemies<br />
*Earth enemies<br />
<br />
== Environmental Effects ==<br />
This area has no environmental effects.<br />
<br />
==Modules==<br />
<br />
===RNG Modules:===<br />
<br />
*Placeholder Text<br />
<br />
===Scripted Modules:===<br />
<br />
*[[Modules#Offensive|Modules]] [Wave: Placeholder Text]<br />
<br />
== Town Assets ==<br />
After completing wave 100, you unlock:<br />
<br />
* Small tree<br />
* Small rocks<br />
* Small shrub<br />
<br />
== Easter Eggs ==<br />
This section currently has no easter eggs.<br />
<br />
* South text<br />
<br />
{{PerfectNavigation}}<br />
[[Category:Regions]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Buildings&diff=606Buildings2020-11-27T00:51:54Z<p>Box: </p>
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<div>Placeholder text.</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Buildings&diff=605Buildings2020-11-27T00:51:28Z<p>Box: Created blank page</p>
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<div></div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Template:PerfectNavigation&diff=604Template:PerfectNavigation2020-11-27T00:50:42Z<p>Box: Buildings now links to the Buildings page. (Regions and Buildings are both pages, but only Regions had a link in the template).</p>
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<div>{{Navbox<br />
| name = PerfectNavigation<br />
| title = The Perfect Tower II<br />
| listclass = hlist<br />
<br />
| group1 = Core Game<br />
| list1 = {{Navbox|child<br />
| group1 = Mechanics<br />
| list1 =<br />
* [[New Round]]<br />
* [[Elements]]<br />
* [[Modules]]<br />
* [[Skills]]<br />
* [[Tower Customization]]<br />
* [[AI]]<br />
<br />
| group2 = [[Regions]]<br />
| list2 =<br />
* [[Forest]]<br />
* [[Desert]]<br />
* [[Winter]]<br />
* [[Underground]]<br />
* [[Volcano]]<br />
* [[High Mountain]]<br />
* [[Jungle]]<br />
* [[Metallic Ruins]]<br />
* [[Beach]]<br />
* [[Ocean]]<br />
* [[Neutral]]<br />
* [[Dark Realm]]<br />
* [[Heaven]]<br />
* [[Universe]]<br />
* [[Chaos]]<br />
}}<br />
| group2 = [[Town]]<br />
| list2 = {{Navbox|child<br />
| group1 = [[Buildings]]<br />
| list1 =<br />
* [[Power Plant]]<br />
* [[Mine]]<br />
* [[Factory]]<br />
* [[Headquarters]]<br />
* [[Arcade]]<br />
* [[Laboratory]]<br />
* [[Shipyard]]<br />
* [[Trading Post]]<br />
* [[Workshop]]<br />
* [[Museum]]<br />
* [[Construction Firm]]<br />
* [[Statue of Cubos]]<br />
| group2 = Prestige<br />
| list2 = [[Headquarters#Military|Military]] <br />
}}<br />
<br />
<br />
}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Category:Regions&diff=603Category:Regions2020-11-27T00:42:06Z<p>Box: Make Category:Regions an actual page, not an auto-generated one. For consistency, use same format as Buildings category page for the source (just have a <strong>CATEGORY NAME</strong>)</p>
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<div><strong>Regions</strong></div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Volcano&diff=602Volcano2020-11-26T23:55:45Z<p>Box: Replaced hardcoded PerfectNavigation NavBox with Template:PerfectNavigation NavBox</p>
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<div>{{PerfectNavigation}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Underground&diff=601Underground2020-11-26T23:55:31Z<p>Box: Replaced hardcoded PerfectNavigation NavBox with Template:PerfectNavigation NavBox</p>
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<div>{{PerfectNavigation}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Winter&diff=600Winter2020-11-26T23:55:23Z<p>Box: Replaced hardcoded PerfectNavigation NavBox with Template:PerfectNavigation NavBox</p>
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<div>{{PerfectNavigation}}</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&diff=599Statue of Cubos2020-11-26T23:55:10Z<p>Box: Replaced hardcoded PerfectNavigation NavBox with Template:PerfectNavigation NavBox</p>
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<div>{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}<br />
The statue of cubos is a building you use to fight bosses.<br />
<br />
==Building Tiers==<br />
Upgrading the statue of cubos will unlock more bosses. There is only one boss right now.<br />
<br />
==Bosses==<br />
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.<br />
<br />
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.<br />
<br />
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.<br />
<br />
===Cylindro===<br />
<br />
====<u>Info</u>====<br />
"With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body."<br />
<br />
====<u>Controls</u>====<br />
<br />
*'''Movement:''' Left/Right or A/D<br />
*'''Fire Missiles:''' Up, W, Spacebar<br />
<br />
====<u>Upgrades</u>====<br />
These upgrades help the tower defeat Cylindro. The upgrades are:<br />
<br />
*'''Health regeneration:''' Heals the tower over time.<br />
*'''Energy Regeneration:''' Regenerates the tower's energy over time.<br />
*'''Powerup bonus:''' Increases power gain by pickups.<br />
*'''Resistance bonus:''' Tower receives less damage.<br />
*'''Damage bonus:''' Tower puts out more damage.<br />
*'''Speed bonus:''' Tower moves faster.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">SPOILER ALERT - Boss 1</div><br />
<div class="mw-collapsible-content"><br />
[[File:StatueOfCubosExample.png|thumb]]<br />
===Boss 1===<br />
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.<br />
<br />
You can dodge his attacks by hopping to adjacent pillars.<br />
<br />
To damage cylindro you need to fire missiles, this will cost energy.<br />
<br />
Energy orbs spawn randomly on pillars, use these to restore energy.<br />
<br />
If you defeat cylindro you are rewarded one exotic gem.<br />
<br />
VERIFY : remove that part to verify<br />
If you hit cylindro before his first spin, he will do a headbutt.<br />
<br />
If you hit cylindro before his second spin, he will do a water storm. (1 side)<br />
<br />
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)<br />
<br />
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]<br />
</div></div><br />
<br /><br />
<br />
==Skills==<br />
<br />
==Exotic Skills==<br />
<br />
{{PerfectNavigation}}<br />
[[Category:Buildings]]</div>Boxhttps://www.perfecttower2.com/wiki/index.php?title=Modules&diff=598Modules2020-11-26T23:53:23Z<p>Box: Replaced hardcoded PerfectNavigation NavBox with Template:PerfectNavigation NavBox</p>
<hr />
<div>[[File:Module.png|borderless]]<br />
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.<br />
<br />
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.<br />
<br />
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive. ('''7.7e+1976)'''<br />
<br />
<br /><br />
<br />
==Types of Modules==<br />
There are various kinds of modules to find.<br />
<br />
===Active vs Passive===<br />
Modules will be either active or passive.<br />
<br />
====Active====<br />
Active modules require manual activation.<br />
<br />
Some need to be aimed, while others activate immediately on use.<br />
<br />
====Passive====<br />
Passive modules can be improvements to the core stats of your tower.<br />
<br />
They can also activate automatically upon meeting their conditions.<br />
<br />
===Offensive, Defensive, Utility & Ultimate===<br />
A module is either offensive, defensive, utility, or ultimate. <br />
<br />
====Offensive====<br />
Offensive increase the damage of your tower in some way.<br />
<br />
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><br />
<div style="font-weight:bold;line-height:1.6;">Offensive modules list</div><br />
<div class="mw-collapsible-content"><br />
==Active==<br />
<br />
'''Desperado'''<br />
<br />
'''FireStorm'''<br />
<br />
'''LifeLeech'''<br />
<br />
'''Lightning'''<br />
<br />
'''Super Multishot'''<br />
<br />
==Passive==<br />
<br />
'''Advanced Splash'''<br />
<br />
'''Air Attack'''<br />
<br />
'''Air Boost'''<br />
<br />
'''Air Burst'''<br />
<br />
'''Air Taste'''<br />
<br />
'''Attack Speed'''<br />
<br />
'''Bash'''<br />
<br />
'''Basic Attack'''<br />
<br />
'''Basic Bouncing'''<br />
<br />
'''Burning Attack'''<br />
<br />
'''Darkness Attack'''<br />
<br />
'''Darkness Boost'''<br />
<br />
'''Darkness Burst'''<br />
<br />
'''Darkness Taste'''<br />
<br />
'''Divine Blessing'''<br />
<br />
'''Earth Attack'''<br />
<br />
'''Earth Boost'''<br />
<br />
'''Earth Burst'''<br />
<br />
'''Earth Taste'''<br />
<br />
'''Electricity Attack'''<br />
<br />
'''Electricity Boost'''<br />
<br />
'''Electricity Burst'''<br />
<br />
'''Electricity Taste'''<br />
<br />
'''Execution'''<br />
<br />
'''Fire Attack'''<br />
<br />
'''Fire Boost'''<br />
<br />
'''Fire Burst'''<br />
<br />
'''Fire Taste'''<br />
<br />
'''Ice Shards'''<br />
<br />
'''Impetus'''<br />
<br />
'''LifeSteal'''<br />
<br />
'''Light Attack'''<br />
<br />
'''Light Boost'''<br />
<br />
'''Light Burst'''<br />
<br />
'''Light Taste'''<br />
<br />
'''Multishot'''<br />
<br />
'''Nature Attack'''<br />
<br />
'''Nature Boost'''<br />
<br />
'''Nature Burst'''<br />
<br />
'''Nature Taste'''<br />
<br />
'''Nature's Touch'''<br />
<br />
'''Neutral Boost'''<br />
<br />
'''RapidFire'''<br />
<br />
'''Soul Harvesting'''<br />
<br />
'''Sparks'''<br />
<br />
'''Splash'''<br />
<br />
'''Universal Attack'''<br />
<br />
'''Universal Boost'''<br />
<br />
'''Water Attack'''<br />
<br />
'''Water Boost'''<br />
<br />
'''Water Burst'''<br />
<br />
'''Water Taste'''<br />
<br />
</div></div><br />
<br /><br />
====Defensive====<br />
Defensive modules improve your tower's ability to survive attacks.<br />
<br />
They can be improvements to health/health regeneration, or damage reduction, etc.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><br />
<div style="font-weight:bold;line-height:1.6;">Defensive modules list</div><br />
<div class="mw-collapsible-content"><br />
==Active==<br />
<br />
'''Simple Heal'''<br />
<br />
==Passive==<br />
<br />
'''Air Barrier'''<br />
<br />
'''Air Resistance'''<br />
<br />
'''Air Resistance (ABS.)'''<br />
<br />
'''Air Shell'''<br />
<br />
'''Basic Regeneration'''<br />
<br />
'''Basic Shield'''<br />
<br />
'''Bulletproof'''<br />
<br />
'''Darkness Barrier'''<br />
<br />
'''Darkness Resistance'''<br />
<br />
'''Darkness Resistance (ABS.)'''<br />
<br />
'''Darkness Shell'''<br />
<br />
'''Defiance'''<br />
<br />
'''DaigoParry'''<br />
<br />
'''Earth Barrier'''<br />
<br />
'''Earth Resistance'''<br />
<br />
'''Earth Resistance (ABS.)'''<br />
<br />
'''Earth Shell'''<br />
<br />
'''Electricity Barrier'''<br />
<br />
'''Electricity Resistance'''<br />
<br />
'''Electricity Resistance (ABS.)'''<br />
<br />
'''Electricity Shell'''<br />
<br />
'''Elemental Resistance'''<br />
<br />
'''Fire Barrier'''<br />
<br />
'''Fire Resistance'''<br />
<br />
'''Fire Resistance (ABS.)'''<br />
<br />
'''Fire Shell'''<br />
<br />
'''Frost Aura'''<br />
<br />
'''HeartStopper Aura'''<br />
<br />
'''Light Barrier'''<br />
<br />
'''Light Resistance'''<br />
<br />
'''Light Resistance (ABS.)'''<br />
<br />
'''Light Shell'''<br />
<br />
'''Nature Barrier'''<br />
<br />
'''Nature Resistance'''<br />
<br />
'''Nature Resistance (ABS.)'''<br />
<br />
'''Nature Shell'''<br />
<br />
'''Reflect'''<br />
<br />
'''Shelter'''<br />
<br />
'''Shield Recharger'''<br />
<br />
'''Simple Evasion'''<br />
<br />
'''Stone Foundation'''<br />
<br />
'''Strike Back'''<br />
<br />
'''Water Barrier'''<br />
<br />
'''Water Resistance'''<br />
<br />
'''Water Resistance (ABS.)'''<br />
<br />
'''Water Shell'''<br />
<br />
</div></div><br />
<br /><br />
====Utility====<br />
Utility modules do not directly improve offense or defense, but instead have other effects.<br />
<br />
They can do things like supply energy for skills, or generate resources for example.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">Utility modules list</div><br />
<div class="mw-collapsible-content"><br />
==Active==<br />
<br />
N/A<br />
<br />
==Passive==<br />
<br />
'''Energy'''<br />
<br />
'''Energy Regeneration'''<br />
<br />
'''Transmute'''<br />
<br />
'''Wave Resources'''<br />
<br />
'''Offensive Pack'''<br />
<br />
'''Defensive Pack'''<br />
<br />
</div></div><br />
<br />
<br />
==== Ultimate ====<br />
Ultimate modules provide special bonuses. <br />
<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">Ultimate modules list</div><br />
<div class="mw-collapsible-content"><br />
==Active==<br />
<br />
N/A<br />
<br />
==Passive==<br />
<br />
'''Ultimate Shield'''<br />
<br />
</div></div><br />
<br />
<br />
==Upgrading Modules==<br />
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].<br />
<br />
Upgrading modules will increase their effects or their chance to activate. <br />
<br />
===Tiers===<br />
You can unlock additional tiers of modules by prestiging inside the [[Headquarters|headquarters]].<br />
<br />
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.<br />
<br />
Percentage based modules usually cap at tier 5, additive modules are usually infinite.<br />
<br />
<br /><br />
<br /><br />
==Hidden modules==<br />
{| class="wikitable"<br />
|+<br />
!Module<br />
!How to get it?<br />
!What do it do?<br />
|-<br />
|Daigoparry<br />
|Do the konami code in the arcade menu<br />
|Parry the next 15 hit that would kill you, 1.99s cooldown at maxed tier V<br />
|-<br />
|<br />
|<br />
|<br />
|-<br />
|<br />
|<br />
|<br />
|-<br />
|<br />
|<br />
|<br />
|-<br />
|<br />
|<br />
|<br />
|-<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==Trivia==<br />
1) There is "nature's touch" but there isn't any other element (ex : Flame's touch)<br />
<br />
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<hr />
<div>[[File:NewRound2.png|thumb|The new round Screen]]<br />
The [[wikipedia:Compulsion_loop|core loop]] of the game - also called ''new round'' - is where you test the strength of your tower against a variety of [[enemies]]. <br />
<br />
You'll only be able to say that you created the perfect tower if it can withstand any attacking force in any scenario imaginable. <br />
<br />
Therefore, you have to test your tower in different [[regions]] against waves of different enemy types.<br />
<br />
The tower gains experience by destroying attackers, with which modules installed inside the tower can be upgraded. <br />
<br />
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! <br />
<br />
Testing also provides resources to unlock and upgrade modules in your [[town]]. <br />
<br />
As soon as you build a workshop you will also have the option to change the blueprint for your tower and the installed modules.<br />
==Gameplay Loop==<br />
[[File:Foresteasy.png|alt=|thumb|The core gameplay loop.]]<br />
When you start a new round enemies will start approaching and attacking you from fixed locations. <br />
<br />
Your tower will automatically retaliate against the attackers based on the [[modules]] installed in it.<br />
<br />
Each time you destroy an enemy they will reward town resources and xp. <br />
<br />
It is important to invest your xp to upgrade modules on the left side of the screen.<br />
<br />
Eventually your tower will break and the round will be lost. (''Nobody can start out perfect.'') <br />
<br />
Losing is part of the process of getting stronger. Now that you have gained some town resource you can upgrade the your modules inside the [[workshop]].<br />
<br />
For each round played you also gain some [[town]] xp. <br />
<br />
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.<br />
<br />
<br /><br />
<br />
==Upgrading Modules==<br />
There are two ways of upgrading your modules:<br />
<br />
===In Game===<br />
You gain xp for destroying enemies that can be used to improve your modules during that round.<br />
After a round is completed all modules reset back to the state they were in before the round was started.<br />
<br />
===In Workshop===<br />
Modules can be permanently upgraded inside the [[workshop]]. <br />
<br />
This means that they start with a higher level when you start a new round.<br />
<br />
==Regions==<br />
Your tower needs to work in any environment and that's why you need to test the strength of your tower in different [[regions]].<br />[[File:RegionInfoExample.png|frameless]]<br />
<br />
When you select a region, you will see a infographic displayed like the one above. <br />
<br />
The percentage in the top left represents enemy difficulty. The square in the top right represents your highest wave.<br />
<br />
Lastly the bar on the bottom represents the [[Elements|elemental]] properties of the enemies you will encounter.<br />
<br />
[[File:Elements.png|frameless|x80px]]<br />
<br />
The region can be changed by clicking on the map preview seen below:<br />
<br />
[[File:ForestPreviewExample.png|frameless]]<br />
<br />
Notice it says region 1, there are 15 regions in total for you to unlock and test your tower in.<br />
<br />
To unlock a new region, you need to beat the previous region with any difficulty on normal mode.<br />
<br />
Each region has unique enemy movement patterns, and in the future they will have special rules and effects, secrets and unlockable assets for your town.<br />
<br />
Most notably, each region has a random chance to drop modules. This is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview.<br />
<br />
An effort should be made to collect these as they will increase your power and give you options for loadouts. <br />
<br />
Unlocking regions, and collecting then maxing modules will allow you to soft prestige. Soft prestige is done with the military, inside of the [[Headquarters|headquarters]].<br />
<br />
==Modes==<br />
===Normal===<br />
The normal mode allows you to test your tower against the environment in the given region. <br />
<br />
Once you complete 100 waves in this mode, you unlock the Challenge, Endless and Idle Mode for the given area as well as the normal mode for the next one.<br />
<br />
===Endless===<br />
Same rules as the normal mode except there is no wave cap.<br />
<br />
===Challenge===<br />
Challenge mode is not in the game yet. It is a special mode with certain rules to make the region a lot harder.<br />
<br />
===Idle===<br />
[[File:IdleModeExample.png|thumb|No GFX - Idle Mode]]<br />
You play through it just like normal mode. Once complete it calculates your average resource gain.<br />
<br />
This unlocks a no GFX mode, where you simply produce resources depending on your average.<br />
<br />
When you select idle mode again, a button appears on the bottom left you can click to start your idle gains.<br />
<br />
[[File:IdleGainsExample.png|frameless]]<br />
<br /><br />
<br />
===Sandbox===<br />
Sandbox can currently be unlocked on any region by beating normal impossible.<br />
<br />
Currently sandbox mode has 2 customizable gameplay options. <blockquote>1. The hp/damage scaling can be changed to match any difficulty on that region.</blockquote><br />
[[File:RegionInfoExample.png|thumb]]<br />
<blockquote>2. 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.</blockquote>Sandbox mode has many more planned features that will be added in future releases of the game.<br />
<br />
==Difficulty==<br />
The difficulties control the rewards, and the strength of enemies.<br />
<br />
Each difficulty has to be unlocked by beating the previous tier of difficulty, difficulty options have to be separately unlocked for each region.<br />
<br />
Elemental resistances are increased in the higher difficulties.<br />
<br />
On impossible, universal cubes and the remaining elemental cubes are added regardless of enemy composition.<br />
<br />
In the future, the difficulty might also influence certain rules regarding the gameplay or the environmental effects and bonuses.<br />
<br />
<br /><br />
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<div>The town is the main hub area in the game. While in the town, the player can access buildings and even start a [[New Round|new round]].<br />
<br />
== Citizens ==<br />
While in the town, citizens can be seen roaming around. However, they serve no functionality and are purely cosmetic.<br />
<br />
The amount of citizens roaming around will increase by 3 per level, capping out at 100 citizens.<br />
<br />
== Town Assets ==<br />
The player can place down town assets to customize their town. Each asset placed will increase white [[Resources|resource]] gain by 1%.<br />
<br />
The player has limited asset slots. Slots can be purchased using white [[resources]].<br />
<br />
== Trivia ==<br />
<br />
* Hovering over a citizen while in the town will show their name. Names include supporters of the [https://www.patreon.com/fireswordstudios patreon], or early access players.<br />
<br />
* While upgrading a building using the [[Construction Firm]], construction can visibly be seen in the town view.<br />
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<div>The second region in the game, unlocked after completing wave 100 on [[Forest|Forest.]]<br />
<br />
The Desert features a sandy wasteland filled with fossils and cacti. The region consists of 6 lanes that enemies may spawn from.<br />
<br />
==Enemies==<br />
The base enemy structure consists of:<br />
<br />
*Neutral enemies<br />
*Light enemies<br />
*Fire enemies<br />
*Earth enemies<br />
<br />
== Environmental Effects ==<br />
This area has no environmental effects.<br />
<br />
== Modules ==<br />
<br />
=== RNG Modules: ===<br />
Placeholder Text<br />
<br />
=== Scripted Modules: ===<br />
Placeholder Text<br />
<br />
== Town Assets ==<br />
After completing wave 100, you unlock:<br />
<br />
* Cactus<br />
* Fossil<br />
* Sand Rocks<br />
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<div>Skills are attacks that can be used [[New Round|in game]] and require a certain amound of energy to cast.<br />
<br />
They can be unlocked by installing the corresponding active [[Modules|module]] in your blueprint.<br />
<br />
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<div>As of open alpha, "Chaos" is the final area of the game.<br />
<br />
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<div>==Enemies==<br />
The base enemy structure consists of:<br />
<br />
*Neutral<br />
*Light<br />
*Electric<br />
*Nature<br />
*Air<br />
*Water<br />
*Earth<br />
<br />
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