Difference between revisions of "Modules"

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m (special modules exist guys, dont forgot about them)
(i have no idea what was changed)
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====Ultimate====
 
====Ultimate====
Ultimate modules provide special bonuses.
+
Ultimate modules provide special usually powerful bonuses.
 +
 
 +
====Special====
 +
Special modules provide unusual bonuses and are quite rare to find.
  
 
==Upgrading Modules==
 
==Upgrading Modules==
Modules can be upgraded in the main game with experience or gems, or permanently upgraded inside the [[workshop]].
+
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].
  
 
Upgrading modules will increase their effects or their chance to activate.  
 
Upgrading modules will increase their effects or their chance to activate.  
Line 55: Line 58:
 
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.
 
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.
  
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.
+
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.
  
 
==Unlocking Modules==
 
==Unlocking Modules==
 
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].
 
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].
  
Modules can be unlocked in a variety of ways, including but not limited to:
+
Modules can be unlocked in a variety of ways:
  
 
*Regions ([[Modules#Regions|see below]])
 
*Regions ([[Modules#Regions|see below]])
*Laboratory
+
*[[Laboratory]]
*Completing Challenges
+
*Completing [[Challenge|Challenges]]
*Arcade
+
*[[Arcade]]
 +
*[[Workshop]]
 +
*Researching [[Artifacts]]
 +
*[[Mine|Asteroid Mining]]
  
 
===Regions===
 
===Regions===
Line 83: Line 89:
 
*{{Math|''Cw''}} is the '''current wave''' reached upon round end
 
*{{Math|''Cw''}} is the '''current wave''' reached upon round end
  
In general, when attempting to unlock modules, it is faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.
+
In general, when attempting to unlock modules, it is faster to do many short runs than it is to do one long run, this is because the formula for the wave has the log function it is 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.
 +
 
 +
For farming modules base there are 3 methods based on your [[Military Tier]]
 +
 
 +
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
 +
 
 +
For [[Military Tier]] 5+ it is best to go to the highest endless mode you can unlock 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
 +
 
 +
If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use newbounds with an empty blueprint to get to what is effectively wave 100b with 1 second runs
  
 
====Drop Chance Bonuses====
 
====Drop Chance Bonuses====
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.
+
There are 3 player drop chance bonus currently  
 +
 
 +
* The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]
 +
* The [[Power Plant]] 2nd floor
 +
* The Sign [[Artifacts|Artifact]] in the [[museum]]
  
 
====Difficulty Factor====
 
====Difficulty Factor====
Higher difficulties have a greater chance of dropping modules. The difficulty factor for each difficulty is as follows:
+
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, 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:
 
{| class="wikitable"
 
{| class="wikitable"
 
!Difficulty!!Factor
 
!Difficulty!!Factor
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|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.
 
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop||100 token
 +
 
 +
1000 arcade resources
 +
|Increases outgoing damage by a certain % and incoming damage by half of that amount.
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop||100 token
 +
 
 +
1000 arcade resources
 +
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop||100 token
 +
 
 +
1000 arcade resources
 +
|Chance to gain an attackspeed buff when health below 60%.
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop||100 token
 +
 
 +
1000 arcade resources
 +
|Reduces the energy cost of all modules that require energy.
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward||100 token
 +
 
 +
1000 arcade resources
 +
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.
 
|-
 
|-
 
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||<spoiler>Enter the Konami code in the arcade menu after beating Perfect Space once</spoiler>||Parry the next 15 hits that would kill you
 
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||<spoiler>Enter the Konami code in the arcade menu after beating Perfect Space once</spoiler>||Parry the next 15 hits that would kill you
Line 808: Line 841:
 
{{Spoiler hatnote|Infinity content}}
 
{{Spoiler hatnote|Infinity content}}
  
All [[Infinity]] modules are unlocked on the Infinity Grid. The infinity grid starts in the centre with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.
+
All [[Infinity]] modules are unlocked on the Infinity Grid. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.
  
 
{| class="wikitable collapsible mw-collapsed"
 
{| class="wikitable collapsible mw-collapsed"
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*There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
 
*There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
 +
*the "Nature's Touch" module is the only module with punctuation in its name
  
*Cost of infinity modules has been increased with [[Trading Post]] rework.
+
*Cost of infinity modules was increased with [[Trading Post]] rework.
 
*Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'
 
*Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'
  

Revision as of 06:13, 19 September 2021

Module.png 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

A collection of modules is called a Blueprint. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. (7.7e+1976)

Types of Modules

There are various kinds of modules to find.

Active vs Passive

Modules will be either active or passive.

Active

Active modules require manual activation.

Some need to be aimed, while others activate immediately on use.

Passive

Passive modules can be improvements to the core stats of your tower.

They can also activate automatically upon meeting their conditions.

Offensive, Defensive, Utility & Ultimate

A module is either offensive, defensive, utility, ultimate, or special.

Offensive

Offensive increase the damage of your tower in some way.

This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.

Defensive

Defensive modules improve your tower's ability to survive attacks.

They can be improvements to health/health regeneration, or damage reduction, etc.

Utility

Utility modules do not directly improve offense or defense, but instead have other effects.

They can do things like supply energy for skills, or generate resources for example.

Ultimate

Ultimate modules provide special usually powerful bonuses.

Special

Special modules provide unusual bonuses and are quite rare to find.

Upgrading Modules

Modules can be upgraded in a Tower Testing run with experience or gems, or permanently upgraded inside the workshop.

Upgrading modules will increase their effects or their chance to activate.

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 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)

Tiers

You can extend the maximum tier of most modules by prestiging inside the headquarters.

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).

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.

Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.

Unlocking Modules

Modules are unlocked in a variety of different ways. For details on unlocking each module, see List of Modules.

Modules can be unlocked in a variety of ways:

Regions

Each region drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.

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.

The formula for calculating the final drop chance of a module is:

Bdc × Pb × Df × Log10(Cw / 10)

Where:

  • Bdc is the base drop chance of the module
  • Pb is the multiplier from any player bonuses
  • Df is the difficulty factor from the current region difficulty
  • Cw is the current wave reached upon round end

In general, when attempting to unlock modules, it is faster to do many short runs than it is to do one long run, this is because the formula for the wave has the log function it is 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.

For farming modules base there are 3 methods based on your Military Tier

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

For Military Tier 5+ it is best to go to the highest endless mode you can unlock 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

If you are Military Tier 8+ and you have unlocked era on a region you can just use newbounds with an empty blueprint to get to what is effectively wave 100b with 1 second runs

Drop Chance Bonuses

There are 3 player drop chance bonus currently

Difficulty Factor

Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, 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:

Difficulty Factor
Easy x1
Medium x1.5
Hard x1.5
Insane x2
Nightmare x2.25
Impossible x2.5

List of Modules

There are currently 306 modules available to unlock.

Normal

Type Name Active Unlock Location Unlock Condition Description
Offensive
Basic Attack N/A Unlocked from start Provides the tower some basic Neutral damage.
Offensive
Attack Speed N/A Unlocked from start Modifies the towers attack speed.
Defensive
Stone Foundation N/A Unlocked from start A very basic foundation for the tower which increases its hitpoints.
Defensive
Basic Regeneration N/A Unlocked from start Supplies the tower with the ability to slowly regenerate itself.
Offensive
Basic Bouncing R01: Forest Wave 10 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.
Offensive
Multishot R01: Forest Wave 30 Provides a chance to shoot more missiles in order to hit additional targets on an attack.
Offensive
Nature's Touch R01: Forest Wave 40 Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.
Offensive
Fire Attack R01: Forest Random 5% Provides the tower some basic Fire damage on every attack.
Offensive
Fire Burst R01: Forest Random 2% Provides the Tower a 20% chance to deal additional Fire damage on an attack.
Offensive
Nature Attack R01: Forest Random 5% Provides the tower some basic Nature damage on every attack.
Offensive
Nature Burst R01: Forest Random 2% Provides the tower a 20% chance to deal additional Nature damage on an attack.
Offensive
Earth Attack R01: Forest Random 5% Provides the tower some basic Earth damage on every attack.
Offensive
Earth Burst R01: Forest Random 2% Provides the Tower a 20% chance to deal additional Earth damage on an attack.
Offensive
Nature Crit R01: Forest Random 2% Provides a chance to multiply your projectile's Nature damage.
Defensive
Elemental Resistance R01: Forest Wave 20 Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.
Defensive
Fire Resistance R01: Forest Random 5% Reduces incoming Fire damage by a percent based amount.
Defensive
Nature Resistance R01: Forest Random 5% Reduces incoming Nature damage by a percent based amount.
Defensive
Earth Resistance R01: Forest Random 5% Reduces incoming Earth damage by a percent based amount.
Utility
Wave Resources R01: Forest Wave 50 Produces a fixed amount of Town Resources at the beginning of a new wave.
Offensive
Light Attack R02: Desert Random 5% Provides the tower some basic Light damage on every attack.
Offensive
Light Burst R02: Desert Random 2% Provides the tower a 20% chance to deal additional Light damage on an attack.
Offensive
Air Attack R02: Desert Random 5% Provides the tower some basic Air damage on every attack.
Offensive
Air Burst R02: Desert Random 2% Provides the tower a 20% chance to deal additional Air damage on an attack.
Offensive
Electricity Attack R02: Desert Random 5% Provides the tower some basic Electricity damage on every attack.
Offensive
Electricity Burst R02: Desert Random 2% Provides the tower a 20% chance to deal additional Electricity damage on an attack.
Offensive
Light Crit R02: Desert Random 1% Provides a chance to multiply your projectile's Light damage.
Offensive
Air Crit R02: Desert Random 1% Provides a chance to multiply your projectile's Air damage.
Offensive
Electricity Crit R02: Desert Random 1% Provides a chance to multiply your projectile's Electricity damage.
Offensive
Fire Crit R02: Desert Random 1% Provides a chance to multiply your projectile's Fire damage.
Defensive
Simple Heal Yes R02: Desert Wave 1 Instantly heals the tower by a specific amount of hitpoints.
Defensive
Granite Foundation R02: Desert Wave 10 A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.
Defensive
Light Resistance R02: Desert Random 5% Reduces incoming Light damage by a percent based amount.
Defensive
Air Resistance R02: Desert Random 5% Reduces incoming Air damage by a percent based amount.
Defensive
Electricity Resistance R02: Desert Random 5% Reduces incoming Electricity damage by a percent based amount.
Utility
Energy R02: Desert Wave 1 Provides the tower with Energy which can be used to activate active skills.
Utility
Energy Regeneration R02: Desert Wave 1 Provides the tower the ability to passively regenerate energy.
Offensive
Darkness Attack R03: Winter Random 5% Provides the tower some basic Darkness damage on every attack.
Offensive
Darkness Burst R03: Winter Random 2% Provides the tower a 20% chance to deal additional Darkness on an attack.
Offensive
Water Attack R03: Winter Random 5% Provides the tower some basic Water damage on every attack.
Offensive
Water Burst R03: Winter Random 2% Provides the tower a 20% chance to deal additional Water damage on an attack.
Offensive
Splash R03: Winter Random 1% Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.
Offensive
Bash R03: Winter Random 0.12% Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.
Offensive
Darkness Crit R03: Winter Random 1% Provides a chance to multiply your projectile's Darkness damage.
Offensive
Water Crit R03: Winter Random 1% Provides a chance to multiply your projectile's Water damage.
Offensive
Earth Crit R03: Winter Random 1% Provides a chance to multiply your projectile's Earth damage.
Defensive
Darkness Resistance R03: Winter Random 5% Reduces incoming Darkness damage by a percent based amount.
Defensive
Water Resistance R03: Winter Random 5% Reduces incoming Water damage by a percent based amount.
Defensive
Basic Shield R03: Winter Wave 50 Provides the tower with a shield that absorbs damage.
Defensive
Boss shield R03: Winter Random 1.2% Reduces the incoming damage from Boss enemies.
Utility
Moon Energy R03: Winter Random 5% 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%.
Offensive
Soul Harvesting R04: Underground Random 0.1% Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.
Defensive
Darkness Armor R04: Underground Random 5% Reduces incoming Darkness damage by a fixed amount.
Defensive
Air Armor R04: Underground Random 5% Reduces incoming Air damage by a fixed amount.
Defensive
Earth Armor R04: Underground Random 5% Reduces incoming Earth damage by a fixed amount.
Defensive
Nature Armor R04: Underground Random 5% Reduces incoming Nature damage by a fixed amount.
Defensive
Shelter R04: Underground Random 1% Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.
Utility
Transmute R04: Underground Random 0.5% Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.
Utility
Offensive Pack R04: Underground Random 2% Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.
Utility
Defensive Pack R04: Underground Random 2% Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.
Offensive
Firestorm Yes R05: Volcano Random 1% Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.
Offensive
Burning Attack R05: Volcano Random 0.1% 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.
Defensive
Light Armor R05: Volcano Random 5% Reduces incoming Light damage by a fixed amount.
Defensive
Fire Armor R05: Volcano Random 5% Reduces incoming Fire damage by a fixed amount.
Defensive
Water Armor R05: Volcano Random 5% Reduces incoming Water damage by a fixed amount.
Defensive
Electricity Armor R05: Volcano Random 5% Reduces incoming Electricity damage by a fixed amount.
Defensive
Magma Foundation R05: Volcano Wave 100 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.
Offensive
Divine Blessing R06: High Mountain Random 0.15% 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.
Offensive
Light Splash R06: High Mountain Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.
Offensive
Fire Splash R06: High Mountain Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.
Offensive
Electricity Splash R06: High Mountain Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.
Offensive
Air Splash R06: High Mountain Random 2% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.
Defensive
Air Shell R06: High Mountain Random 1% 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.
Defensive
Air Barrier R06: High Mountain Random 1% 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.
Defensive
Bulletproof R06: High Mountain Random 0.9% Provides resistance against incoming damage from ranged units like archers and wizards.
Defensive
Shield Recharger R06: High Mountain Random 0.5% Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.
Offensive
Lifeleech Yes R07: Jungle Random 1.5% Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.
Offensive
Earth Splash R07: Jungle Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.
Offensive
Water Splash R07: Jungle Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.
Offensive
Nature Splash R07: Jungle Random 2% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.
Offensive
Darkness Splash R07: Jungle Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.
Defensive
Nature Shell R07: Jungle Random 1% 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.
Defensive
Earth Shell R07: Jungle Random 1% 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.
Defensive
Water Shell R07: Jungle Random 1% 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.
Defensive
Nature Barrier R07: Jungle Random 1% 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.
Defensive
Earth Barrier R07: Jungle Random 1% 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.
Defensive
Water Barrier R07: Jungle Random 1% 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.
Offensive
Sparks R08: Metallic Ruins Random 0.12% Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.
Defensive
Fire Shell R08: Metallic Ruins Random 1% 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.
Defensive
Electricity Shell R08: Metallic Ruins Random 1% 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.
Defensive
Light Shell R08: Metallic Ruins Random 1% 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.
Defensive
Fire Barrier R08: Metallic Ruins Random 1% 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.
Defensive
Electricity Barrier R08: Metallic Ruins Random 1% 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.
Defensive
Light Barrier R08: Metallic Ruins Random 1% 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.
Defensive
Diamond Foundation R08: Metallic Ruins Random 1% 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.
Offensive
Execution R09: Beach Random 1% Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.
Offensive
Rapidfire R09: Beach Random 0.6% Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.
Offensive
Advanced Splash R09: Beach Random 0.14% Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.
Offensive
Super Multishot Yes R09: Beach Random 0.8% Instantly fires a missile at multiple targets around the tower.
Defensive
Darkness Barrier R09: Beach Random 1% 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.
Defensive
Fire Exchange R09: Beach Random 1% Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.
Defensive
Water Exchange R09: Beach Random 1% Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.
Defensive
Earth Exchange R09: Beach Random 1% Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.
Defensive
Air Exchange R09: Beach Random 1% Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.
Defensive
Nature Exchange R09: Beach Random 1% Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.
Defensive
Electricity Exchange R09: Beach Random 1% Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.
Defensive
Light Exchange R09: Beach Random 1% Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.
Defensive
Darkness Exchange R09: Beach Random 1% Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.
Utility
Sun Energy R09: Beach Random 5% 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%.
Offensive
Ice Shards R10: Ocean Random 1% Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.
Offensive
Fire Impetus R10: Ocean Random 1% Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Water Impetus R10: Ocean Random 1% Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Earth Impetus R10: Ocean Random 1% Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Air Impetus R10: Ocean Random 1% Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Nature Impetus R10: Ocean Random 1% Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Electricity Impetus R10: Ocean Random 1% Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Light Impetus R10: Ocean Random 1% Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Offensive
Darkness Impetus R10: Ocean Random 1% Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Defensive
Darkness Shell R10: Ocean Random 1% 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.
Defensive
Frost Aura R10: Ocean Random 0.8% Slows the movement speed of enemies in a 20M radius around the tower.
Offensive
Anti-Neutral Projectiles R11: Neutral Random 1% Increases the damage dealt against Neutral enemies.
Offensive
Anti-Fire Projectiles R11: Neutral Random 1% Increases the damage dealt against Fire enemies.
Offensive
Anti-Water Projectiles R11: Neutral Random 1% Increases the damage dealt against Water enemies.
Offensive
Anti-Earth Projectiles R11: Neutral Random 1% Increases the damage dealt against Earth enemies.
Offensive
Anti-Air Projectiles R11: Neutral Random 1% Increases the damage dealt against Air enemies.
Offensive
Anti-Electricity Projectiles R11: Neutral Random 1% Increases the damage dealt against Electricity enemies.
Offensive
Anti-Nature Projectiles R11: Neutral Random 1% Increases the damage dealt against Nature enemies.
Offensive
Anti-Light Projectiles R11: Neutral Random 1% Increases the damage dealt against Light enemies.
Offensive
Anti-Darkness Projectiles R11: Neutral Random 1% Increases the damage dealt against Darkness enemies.
Offensive
Anti-Universal Projectiles R11: Neutral Random 1% Increases the damage dealt against Universal enemies.
Defensive
Neutral Exchange R11: Neutral Random 1% Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.
Defensive
Universal Exchange R11: Neutral Random 1% Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.
Defensive
Marble Foundation R11: Neutral Random 0.5% Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)
Offensive
Anti-Darkness Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against Darkness enemies by 4.
Offensive
Anti-Fire Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against Fire enemies by 4.
Offensive
Anti-Earth Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against Earth enemies by 4.
Offensive
Anti-Water Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against Water enemies by 4.
Offensive
Fire Subsistence R12: Dark Realm Random 1% 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.
Offensive
Water Subsistence R12: Dark Realm Random 1% 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.
Offensive
Earth Subsistence R12: Dark Realm Random 1% 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.
Offensive
Air Subsistence R12: Dark Realm Random 1% 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.
Offensive
Nature Subsistence R12: Dark Realm Random 1% 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.
Offensive
Light Subsistence R12: Dark Realm Random 1% 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.
Offensive
Darkness Subsistence R12: Dark Realm Random 1% 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.
Offensive
Electricity Subsistence R12: Dark Realm Random 1% 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.
Offensive
Anti-Light Crit R13: Heaven Random 1% Provides a chance to multiply your damage against Light enemies by 4.
Offensive
Anti-Nature Crit R13: Heaven Random 1% Provides a chance to multiply your damage against Nature enemies by 4.
Offensive
Anti-Air Crit R13: Heaven Random 1% Provides a chance to multiply your damage against Air enemies by 4.
Offensive
Anti-Electricity Crit R13: Heaven Random 1% Provides a chance to multiply your damage against Electricity enemies by 4.
Defensive
Fire Protection R13: Heaven Random 1% 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.
Defensive
Water Protection R13: Heaven Random 1% 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.
Defensive
Air Protection R13: Heaven Random 1% 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.
Defensive
Earth Protection R13: Heaven Random 1% 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.
Defensive
Nature Protection R13: Heaven Random 1% 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.
Defensive
Electricity Protection R13: Heaven Random 1% 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.
Defensive
Light Protection R13: Heaven Random 1% 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.
Defensive
Darkness Protection R13: Heaven Random 1% 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.
Defensive
Fire Block R14: Universe Random 1% Provides a chance to fully block incoming Fire damage.
Defensive
Water Block R14: Universe Random 1% Provides a chance to fully block incoming Water damage.
Defensive
Air Block R14: Universe Random 1% Provides a chance to fully block incoming Air damage.
Defensive
Electricity Block R14: Universe Random 1% Provides a chance to fully block incoming Electricity damage.
Defensive
Darkness Block R14: Universe Random 1% Provides a chance to fully block incoming Darkness damage.
Defensive
Earth Block R14: Universe Random 1% Provides a chance to fully block incoming Earth damage.
Defensive
Nature Block R14: Universe Random 1% Provides a chance to fully block incoming Nature damage.
Defensive
Light Block R14: Universe Random 1% Provides a chance to fully block incoming Light damage.
Offensive
Neutral Focus Yes R15: Chaos Random 1% Increases Neutral damage dealt by the tower for 45 seconds.
Offensive
Fire Focus Yes R15: Chaos Random 1% Increases Fire damage dealt by the tower for 45 seconds.
Offensive
Water Focus Yes R15: Chaos Random 1% Increases Water damage dealt by the tower for 45 seconds.
Offensive
Nature Focus Yes R15: Chaos Random 1% Increases Nature damage dealt by the tower for 45 seconds.
Offensive
Air Focus Yes R15: Chaos Random 1% Increases Air damage dealt by the tower for 45 seconds.
Offensive
Earth Focus Yes R15: Chaos Random 1% Increases Earth damage dealt by the tower for 45 seconds.
Offensive
Light Focus Yes R15: Chaos Random 1% Increases Light damage dealt by the tower for 45 seconds.
Offensive
Darkness Focus Yes R15: Chaos Random 1% Increases Darkness damage dealt by the tower for 45 seconds.
Offensive
Electricity Focus Yes R15: Chaos Random 1% Increases Electricity damage dealt by the tower for 45 seconds.
Offensive
Universal Focus Yes R15: Chaos Random 1% Increases Universal damage dealt by the tower for 45 seconds.
Ultimate
Super Tower Yes R15: Chaos Wave 100 Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.
Offensive
Fire Taste Experiment: Fire 100°C Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Offensive
Fire Breath Experiment: Fire 3,000°C 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.
Offensive
Combustion Experiment: Fire 75,000°C Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.
Defensive
Shield of Fire Experiment: Fire 950,000°C 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.
Offensive
Incineration Experiment: Fire 5,000,000°C

(5M°C or 5e6°C)

Increases Fire damage based on the current hitpoint percentage of the primary target.
Offensive
Water Taste Experiment: Water 50L (15°C) Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Defensive
Frost Nova Yes Experiment: Water 75L (0°C) Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.
Defensive
Shield of Frost Experiment: Water 200L (-10°C) Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.
Offensive
Shatter Experiment: Water 500L (-20°C) Increases water damage dealt against stunned or frozen enemies.
Offensive
Extinguish Experiment: Water 1000L (-22°C) Provides a chance to instantly destroy a fire enemy on an attack.
Offensive
Glacier Spikes Yes Experiment: Water 2500L (-40°C) 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 (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.
Special
Absolute Zero Experiment: Water 100L (-273°C) Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.
Offensive
Nature Taste Experiment: Nature 3 Plants Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Defensive
Adaptive Regeneration Experiment: Nature 6 Plants Automatically repairs the tower by an amount based on its maximum hitpoints.
Defensive
Shield of Nature Experiment: Nature 9 Plants Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.
Offensive
Violent Seeds Yes Experiment: Nature 12 Plants Continously increases the towers Nature damage until the end of the duration.
Ultimate
Rejuvenate Experiment: Nature 16 Plants 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.
Offensive
Gaia's path Experiment: Nature 22 Plants 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.
Offensive
Nature's wrath Experiment: Nature 26 Plants Amplifies Nature projectile damage dealt against Neutral enemies.
Offensive
Daybloom Experiment: Nature 30 Plants Applies a part of module and damage factor related Light damage bonus to Nature damage as well.
Offensive
Gigantic vines Yes Experiment: Nature 35 Plants 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.
Offensive
Earth Taste Experiment: Earth 1,750 kg/m³ Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Defensive
Steel Foundation Experiment: Earth 6,000 kg/m³ A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.
Defensive
Gravel Experiment: Earth 30,000 kg/m³ 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.
Defensive
Titanium Hull Yes Experiment: Earth 125,000 kg/m³ Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.
Ultimate
Avalanche Experiment: Earth 2.5M kg/m³

(2.5e6 kg/m³)

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.
Offensive
Earthquake Yes Experiment: Earth 55M kg/m³

(55e6 kg/m³)

Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.
Offensive
Electricity Taste Experiment: Electricity 5A Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Offensive
Lightning Yes Experiment: Electricity 12A 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.
Defensive
Overcharge Experiment: Electricity 30A Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.
Defensive
Transformator Experiment: Electricity 150A Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.
Defensive
Shock ward Yes Experiment: Electricity 1000A Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.
Offensive
Darkness Taste Experiment: Darkness 5 Particles Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Defensive
Heartstopper Aura Experiment: Darkness 15 Particles Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.
Defensive
Shield of Darkness Experiment: Darkness 30 Particles 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.
Defensive
Unholy Aura Experiment: Darkness 50 Particles Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.
Offensive
Unholy Missile Experiment: Darkness 75 Particles Increases the damage based on the current missing hitpoint percentage of the primary target.
Offensive
Light Taste Experiment: Light 5,000 LM Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Defensive
Dispel Yes Experiment: Light 12,500 LM Removes a negative buff from the tower.
Defensive
Dryness Aura Experiment: Light 750,000 LM Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.
Utility
Recharge Yes Experiment: Light 6.25M LM

(6.25e6 LM)

Instantly refills the towers energy to 100%.
Offensive
Air Taste Experiment: Air 202,650 Pa Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
Defensive
Shield of Air Experiment: Air 1.01M Pa

(1.01e6 Pa)

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.
Offensive
Air Slice Experiment: Air 5.07M Pa

(5.07M Pa)

Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.
Defensive
Simple Evasion Experiment: Neutral 50 Provides the tower a small chance to fully neglect incoming damage.
Offensive
Lifesteal Experiment: Neutral 2,5 Converts a part of the attack damage dealt back to health for the tower.
Offensive
Impetus Experiment: Neutral 10,000 Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
Defensive
Reflect Experiment: Neutral 20,000 Damages attackers by a part of their own attackdamage.
Defensive
Defiance Experiment: Neutral 125,000 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.
Offensive
Critical Strike Experiment: Neutral 6.5M (6.5e6) Provides a chance to deal more damage on an attack.
Offensive
Universal Attack Experiment: Universal >= 1.5G Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.
Offensive
Emergency Critical Experiment: Universal >= 1.8G 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.
Ultimate
Universal Shield Experiment: Universal <= -0.5 Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.
Defensive
Temporal Barrier Yes Experiment: Universal <= -1.75 Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.
Ultimate
Lucky Shot Experiment: Gems 1 Stack (9 grids) Provides a small chance to multiply your damage by an amount on an attack.
Defensive
Phasing Experiment: Gems 5 Stacks (45 grids) A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.
Ultimate
Division Shield Experiment: Exotic 1 Fabric of reality Divides incoming damage by a fixed amount. Affects all damage types.
Offensive
Death Wish Arcade: Shop 100 token

1000 arcade resources

Increases outgoing damage by a certain % and incoming damage by half of that amount.
Offensive
Desperado Yes Arcade: Shop 100 token

1000 arcade resources

Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.
Defensive
Strike Back Arcade: Shop 100 token

1000 arcade resources

Chance to gain an attackspeed buff when health below 60%.
Utility
Energy Recycling Arcade: Shop 100 token

1000 arcade resources

Reduces the energy cost of all modules that require energy.
Offensive
Redirect Yes Arcade: Reward 100 token

1000 arcade resources

Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.
Defensive
Daigoparry Arcade: Secret
Parry the next 15 hits that would kill you
Utility
Awareness Yes Mine: Second Floor Random 1% [1] Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)
Ultimate
Radar Yes Mine: Second Floor Random 0.5% [1] Doubles the tower's attack range for a certain amount of time.
Defensive
Checkerboard Aura Mine: Second Floor Random 0.5% [1] Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.
Defensive
Magical Orbs Yes Mine: Second Floor Random 0.5% [1] Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.
Offensive
Phoenix Bounce Challenge: 1-1 Challenge Completion 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.
Defensive
Stab Prevention Challenge: 1-3 Challenge Completion Provides a chance to block incoming damage from assassins regardless of their elemental type.
Offensive
Planned Strike Challenge: 1-4 Challenge Completion Every 10 attack deals more damage. Switching targets does not reset the counter.
Special
Universal Challenge: 1-5 Challenge Completion Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.
Defensive
Forest Gift Challenge: 1-6 Challenge Completion Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.
Utility
Energy Flow Challenge: 2-2 Challenge Completion Reduces the cooldown of active modules.
Offensive
Headhunting Challenge: 2-3 Challenge Completion Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.
Defensive
Advanced Heal Yes Challenge: 2-4 Challenge Completion Instantly refills a percentage of the tower's maximum hitpoints.
Defensive
Sandstorm Yes Challenge: 2-5 Challenge Completion Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.
Defensive
Desert Gift Challenge: 2-6 Challenge Completion Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.
Defensive
Metal Plating Artifact: Metal Plating A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.
Offensive
Fire Bomb Yes Artifact: Incendiary Device Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.
Ultimate
Dice of fate Artifact: Dice of Fate Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.

Era

Difficulty icon.png Warning: This section contains spoilers about Era content.
Type Name Active Unlock Location Unlock Condition Description
Ultimate
Bulwark Era Experiment: Neutral Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.
Ultimate
Neutral Amplifier Era Experiment: Neutral Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.
Defensive
Shield Amplifier Era Experiment: Neutral Multiplies the maximum shieldpoints of the tower by a constant factor.
Utility
XP Bonus Era Experiment: Neutral Increases the amount of experience gained for destroying enemies.
Utility
Pressurize Era Experiment: Neutral Provides a chance to turn destroyed enemies into some gems.
Defensive
Fiery Aura Era Experiment: Fire Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonsues and is applied independently from the %-based amount.
Offensive
Solar Strike Era Experiment: Fire Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.
Offensive
Ice breath Era Experiment: Water 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.
Offensive
Frost Splash Era Experiment: Water Provides a 10% 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.
Defensive
Tideshift Yes Era Experiment: Water 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.
Ultimate
Stoneskin Era Experiment: Earth Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.
Defensive
Advanced Shield Era Experiment: Earth Provides the tower with an advanced shield, but disables health regeneration.
Offensive
Shockwave Yes Era Experiment: Earth Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.
Ultimate
Growth Era Experiment: Nature Increases the maximum hitpoints over time.
Ultimate
Photosynthesis Era Experiment: Nature Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.
Ultimate
Stream of Life Yes Era Experiment: Nature 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.
Ultimate
Conductor Era Experiment: Electricity Converts a part of the incoming damage to shield points.
Offensive
Relay Era Experiment: Electricity Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.
Ultimate
Hurricane Yes Era Experiment: Air Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.
Offensive
Dark Sacrifice Yes Era Experiment: Darkness Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time
Ultimate
Immortality Shield Yes Era Experiment: Light Completly nullifies any incoming damage for a ceartain amount of time.
Utility
Refresh Yes Era Experiment: Light Resets the cooldown of all other moduels when used.
Defensive
Magical Protection Era Experiment: Light Removes a negative buff once in a while.
Ultimate
Gravitational Impact Era Experiment: Universal 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.
Ultimate
Unfolding Era Experiment: Universal Increases the maximum shieldpoints over time.
Ultimate
Focused Multishot Era Experiment: Universal Provides a chance to attack all units around the primary target.
Ultimate
Super Tower 2 Yes Era Experiment: Universal Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.

Infinity

Difficulty icon.png Warning: This section contains spoilers about Infinity content.

All Infinity modules are unlocked on the Infinity Grid. The infinity grid starts in the center with Infinity Foundation (indicated by 13 on the map below), and can be traversed outwards in four directions.

Infinity Grid Map
1 2
3
4 5 6
7 8 9
10 11 12 13 14 15
16
17 18 19
20 21
22 23 24
Type Name Active Grid Location Unlock Cost Description
Ultimate
Super Tower 3 Yes 1 1 DE Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.
Defensive
Power Conversion 2 100 NO 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!
Defensive
Quantum Fading 3 10 NO Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.
Ultimate
Eternal Wall 4 1 NO Tremendously increases the hitpoints of the tower by raising them to a specific power.
Offensive
Infinity Burst 7 100 OC Provides a 25% chance to deal additional Neutral infinity damage.
Offensive
Quantum Speed 10 10 OC Provides the tower with the ability to reach much higher attack speed.
Offensive
Storm Synergy 11 1 OC Deals two independent instances of infinity Water and Air damage.
Offensive
Infinity Splash 8 1 OC Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.
Special
Infinity Shield 12 100 SP Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.
Special
Infinity Foundation 13 10 SP Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.
Offensive
Infinity Attack 14 100 SP An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.
Offensive
Infinity Critical 9 1 OC Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.
Ultimate
Infinity Range 6 10 OC Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.
Offensive
Void Synergy 5 100 OC Deals two independent instances of infinity Light and Darkness damage.
Offensive
Gaia Synergy 15 1 OC Deals two independent instances of infinity Earth and Nature damage.
Utility
Condense 16 1 OC Provides a small change to receive an exotic gem from destroying a Boss enemy.
Offensive
Infinity Impetus 19 10 OC Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.
Offensive
Sun Synergy 18 1 OC Deals two independent instances of infinity Fire and Electricity damage.
Defensive
Death Aura 17 10 OC Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.
Offensive
Universal Infinity 20 100 OC Deals Universal infinity damage.
Ultimate
Serious Missile 21 1 NO An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.
Defensive
Quantum Defense 22 10 NO Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.
Defensive
Infinity Reflect 23 100 NO Reflects a part of the incoming damage in form of neutral infinity damage.
Ultimate
Snap of Destiny Yes 24 1 DE Erases half of all enemies from the map.

Trivia

  • There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
  • the "Nature's Touch" module is the only module with punctuation in its name
  • Cost of infinity modules was increased with Trading Post rework.
  • Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'

Footnotes

Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis [1]