Difference between revisions of "Workshop"

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Active Modules are a sub-category of modules that require manual activation.
 
Active Modules are a sub-category of modules that require manual activation.
  
They could be any of the 4 categories, but are currently only offensive.
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They could be any of the 4 categories.
  
  

Revision as of 17:31, 17 November 2019


Workshop
Workshop.png
Max. Tier 12
Conversion rate 50:1
Color theme Blue

The workshop is a building where you can upgrade your tower using modules.

WorkshopExample.png


Upgrades

Upgrading the workshop increases your blueprint cap.

Modules

Modules are used to upgrade your tower. As the name implies, they are modular and thus can be switched around freely.

Modules can be upgraded up to lvl100 at base. You can raise the level limit by tiering up the module, which is unlocked using the military in headquarters.

Increasing the tier of a module resets it to lvl0 but increases the max level by 100. You can increase it up to level 500 right now.

Currently there are 83 modules, but there is planned to be 800.

There are currently 4 categories of modules:

Offensive

These increase your damage output in some way.

Defensive

These increase your survivability in some way.

Utility

These are modules which do not directly increase damage or survivability but give some other benefit.

Ultimate

Hard to get, powerful modules.

Who knows where you get these?

Active Modules

Active Modules are a sub-category of modules that require manual activation.

They could be any of the 4 categories.


Blueprint

The blueprint is where you need to place your modules in order for them to take affect.

You can drag modules from your list, into the blueprint.

There is a limit on how many modules you can have in the blueprint, which depends on your workshop level.

Skills

WorkshopSkills.png

Exotic

No exotic skills yet.