Difference between revisions of "Modules"

From The Perfect Tower II
Jump to navigation Jump to search
(Created page with "Made this page so I can link to it.")
 
Line 1: Line 1:
Made this page so I can link to it.
+
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.
 +
 
 +
You can go to the [[workshop]] to change out and upgrade your modules.
 +
 
 +
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.
 +
 
 +
<br />
 +
 
 +
== 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, Defenseive & Utility ===
 +
A module is either offensive, defensive, or utility.
 +
 
 +
==== 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.
 +
 
 +
== Upgrading Modules ==
 +
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].
 +
 
 +
Upgrading modules will increase their effects or their chance to activate.
 +
 
 +
=== Tiers ===
 +
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].
 +
 
 +
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.

Revision as of 20:21, 17 November 2019

Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.

You can go to the workshop to change out and upgrade your modules.

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.


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, Defenseive & Utility

A module is either offensive, defensive, or utility.

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.

Upgrading Modules

Modules can be upgraded in the main game with experience, or permanently upgraded inside the workshop.

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

Tiers

You can unlock additional tiers of 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.