Difference between revisions of "Desert"

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The second region in the game, unlocked after completing wave 100 on [[Forest|Forest.]]
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{{Infobox region
 
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|image=Desert.png
The Desert features a sandy wasteland filled with fossils and cacti. The region consists of 6 lanes that enemies may spawn from.
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|lanes=6
 
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|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
==Enemies==
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|easy=781
The base enemy structure consists of:
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|medium=18340
 
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|hard=403948
*Neutral enemies
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|insane=3.408E+07
*Light enemies
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|nightmare=2.852E+10
*Fire enemies
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|impossible=5.236E+16
*Earth enemies
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}}
 
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The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti.
== Environmental Effects ==
 
This area has no environmental effects.
 
 
 
== Modules ==
 
 
 
=== RNG Modules: ===
 
Placeholder Text
 
  
=== Scripted Modules: ===
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Completing wave 100 in this region unlocks the [[Winter]] region.
Placeholder Text
 
  
== Town Assets ==
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==Challenges==
After completing wave 100, you unlock:
 
  
* Cactus
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{| class="wikitable"
* Fossil
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!Name!!Enemies!!Goals!!Rules!!Rewards
* Sand Rocks
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|-
{{Navbox
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!Level #1
| name  = PerfectNavigation
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| style="text-align: center;" |{{Element|Light}}
| title = The Perfect Tower II
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|Reach wave 250
| listclass = hlist
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|{{collapsible|width=400|Rules|
 +
* Max. 10 modules in total
 +
* Max 2 offensive modules
 +
* Modules have to be maxed T1 or above
 +
* Modules will be set to maxed T1
 +
* Modules start at Level 0
 +
* Utility modules keep their original tier and level
 +
* Enemies don't drop XP}}
 +
| +1 exotic gem per
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completed challenge
 +
|-
 +
!Level #2
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| style="text-align: center;" |{{Element|Nature}} {{Element|Air}}
 +
|Reach wave 175
 +
|{{collapsible|width=400|Rules|
 +
* Max 8 offensive modules
 +
* No defensive modules
 +
* No utility modules
 +
* No ultimate modules
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2}}
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|[[File:Utility Module.png|Utility|30px]] '''Energy Flow'''
 +
|-
 +
!Level #3
 +
| style="text-align: center;" |{{Element|Electricity}}
 +
|Reach wave 300
 +
|{{collapsible|width=400|Rules|
 +
* Max. 6 modules in total
 +
* Max 3 defensive modules
 +
* No ultimate modules
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2}}
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|[[File:Offensive Module.png|Offensive|30px]] '''Headhunting'''
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|-
 +
!Level #4
 +
| style="text-align: center;" |{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
 +
|Reach wave 400
 +
|{{collapsible|width=400|Rules|
 +
* Max. 6 modules in total
 +
* Modules have to be maxed T3 or above
 +
* Modules will be set to maxed T3}}
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|[[File:Defensive Module.png|Defensive|30px]] '''Advanced Heal'''
 +
|-
 +
!Level #5
 +
| style="text-align: center;" |{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}
 +
|Reach wave 150
 +
|{{collapsible|width=400|Rules|
 +
* Max. 8 modules in total
 +
* Max 2 offensive modules
 +
* Max 2 defensive modules
 +
* Max 2 utility modules
 +
* Max 2 ultimate modules
 +
* Modules have to be maxed T4 or above
 +
* Modules will be set to maxed T4}}
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|[[File:Defensive Module.png|Defensive|30px]] '''Sandstorm'''
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|-
 +
!Level #6
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| style="text-align: center;" |{{Element|Light}} {{Element|Nature}}
 +
|Reach wave 25
 +
|{{collapsible|width=400|Rules|
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* Max. 12 modules in total
 +
* Max 1 offensive modules
 +
* No defensive modules
 +
* Modules have to be maxed T5 or above
 +
* Modules will be set to maxed T5
 +
* Enemies have only 0.1% of their original health
 +
* Enemy damage is multiplied by 100}}
 +
|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''
 +
|}
 +
==Modules==
 +
{{See also|Modules}}
  
| group1 = Core Game
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{| class="wikitable sortable"
| list1 = {{Navbox|child
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!Type!!Name!!Unlock Condition
| group1 = Mechanics
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|-
| list1  =
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|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1
* [[New Round]]
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|-
* [[Elements]]
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|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1
* [[Modules]]
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|-
* [[Skills]]
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|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1
* [[Tower Customization]]
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|-
 +
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10
 +
|-
 +
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%
 +
|-
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|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%
 +
|-
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|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%
 +
|-
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|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%
 +
|-
 +
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%
 +
|-
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|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%
 +
|-
 +
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%
 +
|-
 +
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%
 +
|-
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|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%
 +
|-
 +
|[[File:Offensive Module.png|Offensive|center|30px]]
 +
|'''Light / Air/ Electricity / Fire Crit'''
 +
|Random 1%
 +
|}
  
| group2 = [[Regions]]
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==Town Assets==
| list2  =
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The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:
* [[Forest]]
 
* [[Desert]]
 
* [[Winter]]
 
* [[Underground]]
 
* [[Volcano]]
 
* [[High Mountain]]
 
* [[Jungle]]
 
* [[Metallic Ruins]]
 
* [[Beach]]
 
* [[Ocean]]
 
* [[Neutral]]
 
* [[Dark Realm]]
 
* [[Heaven]]
 
* [[Universe]]
 
* [[Chaos]]
 
}}
 
| group2 = [[Town]]
 
| list2 = {{Navbox|child
 
| group1 = Buildings
 
| list1  =
 
* [[Power Plant]]
 
* [[Mine]]
 
* [[Factory]]
 
* [[Headquarters]]
 
* [[Arcade]]
 
* [[Laboratory]]
 
* [[Shipyard]]
 
* [[Trading Post]]
 
* [[Workshop]]
 
* [[Museum]]
 
* [[Construction Firm]]
 
* [[Statue of Cubos]]
 
| group2 = Prestige
 
| list2 = [[Headquarters#Military|Military]]  
 
}}
 
  
 +
:[[File:Cactus town asset.png|40px|Cactus]] Cactus
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:[[File:Bones town asset.png|40px|Bones]] Bones
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:[[File:Sandstone town asset.png|40px|Sandstone]] Sand rock 3
  
}}
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{{PerfectNavigation}}
[[Category:Regions]]
 

Latest revision as of 08:49, 19 September 2021

Desert
Desert
Lanes 6
Enemies
Neutral element Light element Fire element Earth element
Difficulties
Easy 781%
Medium 18,340%
Hard 403,948%
Insane 34.08 M% (3.408e7%)
Nightmare 28.52 B% (2.852e10%)
Impossible 52.36 Qa% (5.236e16%)

The Desert is the second region in the game, unlocked after completing wave 100 on Forest. The Desert features a sandy wasteland filled with fossils and cacti.

Completing wave 100 in this region unlocks the Winter region.

Challenges

Name Enemies Goals Rules Rewards
Level #1 Light element Reach wave 250
Rules
  • Max. 10 modules in total
  • Max 2 offensive modules
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Modules start at Level 0
  • Utility modules keep their original tier and level
  • Enemies don't drop XP
+1 exotic gem per

completed challenge

Level #2 Nature element Air element Reach wave 175
Rules
  • Max 8 offensive modules
  • No defensive modules
  • No utility modules
  • No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
Utility Energy Flow
Level #3 Electricity element Reach wave 300
Rules
  • Max. 6 modules in total
  • Max 3 defensive modules
  • No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
Offensive Headhunting
Level #4 Neutral element Light element Fire element Earth element Reach wave 400
Rules
  • Max. 6 modules in total
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
Defensive Advanced Heal
Level #5 Neutral element Fire element Air element Universal element Reach wave 150
Rules
  • Max. 8 modules in total
  • Max 2 offensive modules
  • Max 2 defensive modules
  • Max 2 utility modules
  • Max 2 ultimate modules
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
Defensive Sandstorm
Level #6 Light element Nature element Reach wave 25
Rules
  • Max. 12 modules in total
  • Max 1 offensive modules
  • No defensive modules
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies have only 0.1% of their original health
  • Enemy damage is multiplied by 100
Defensive Desert Gift

Modules

See also: Modules
Type Name Unlock Condition
Defensive
Simple Heal Wave 1
Utility
Energy Wave 1
Utility
Energy Regeneration Wave 1
Defensive
Granite Foundation Wave 10
Offensive
Light Attack Random 5%
Offensive
Air Attack Random 5%
Offensive
Electricity Attack Random 5%
Offensive
Light Burst Random 2%
Offensive
Air Burst Random 2%
Offensive
Electricity Burst Random 2%
Defensive
Light Resistance Random 5%
Defensive
Air Resistance Random 5%
Defensive
Electricity Resistance Random 5%
Offensive
Light / Air/ Electricity / Fire Crit Random 1%

Town Assets

The following town assets are unlocked after completing wave 100:

Cactus Cactus
Bones Bones
Sandstone Sand rock 3