Difference between revisions of "Desert"

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(remove redundant info, add town asset icons)
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|medium=18340
 
|medium=18340
 
|hard=403948
 
|hard=403948
|insane=3.41E+07
+
|insane=3.408E+07
|nightmare=2.85E+10
+
|nightmare=2.852E+10
|impossible=5.24E+16
+
|impossible=5.236E+16
 
}}
 
}}
 
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.
 
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.
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Completing wave 100 in this region unlocks the [[Winter]] region.
 
Completing wave 100 in this region unlocks the [[Winter]] region.
  
== Modules ==
+
== Challenges ==
 +
 
 +
{| class="wikitable"
 +
!Name!!Enemies!!Goals!!Rules!!Rewards
 +
|-
 +
!Level #1
 +
| style="text-align: center;" |{{Element|Light}}
 +
|Reach wave 250
 +
|{{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
 +
completed challenge
 +
|-
 +
!Level #2
 +
| 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}}
 +
|[[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}}
 +
|[[File:Offensive Module.png|Offensive|30px]] '''Headhunting'''
 +
|-
 +
!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}}
 +
|[[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}}
 +
|[[File:Defensive Module.png|Defensive|30px]] '''Sandstorm'''
 +
|-
 +
!Level #6
 +
| style="text-align: center;" |{{Element|Light}} {{Element|Nature}}
 +
|Reach wave 25
 +
|{{collapsible|width=400|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}}
 +
|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''
 +
|}
 +
==Modules==
 
{{See also|Modules}}
 
{{See also|Modules}}
{| class='wikitable sortable'
+
 
 +
{| class="wikitable sortable"
 
!Type!!Name!!Unlock Condition
 
!Type!!Name!!Unlock Condition
 
|-
 
|-
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|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%
 +
|-
 +
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%
 +
|-
 +
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%
 
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%
 
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%
 
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%
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|}
 
|}
  
== Town Assets ==
+
==Town Assets==
 
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:
 
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:
  

Revision as of 14:23, 11 May 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%

Town Assets

The following town assets are unlocked after completing wave 100:

Cactus Cactus
Bones Bones
Sandstone Sandstone