Difference between revisions of "Workshop"

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(→‎Upgrades: Added info, and structural changes)
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==Upgrades==
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==Building Tiers==
Upgrading the workshop increases your blueprint cap.
+
Upgrading the workshop increases the blueprint module cap.
  
 
==Modules==
 
==Modules==
Modules are used to upgrade your tower. As the name implies, they are modular and thus can be switched around freely.
+
Modules are used to upgrade the 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 [[Headquaters|headquarters.]]
+
Clicking a module opens the info and upgrade menu above the module storage area. I is information, S is stats. X1, X5, and X25 buys levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.
  
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.
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Modules can be upgraded up to level 100 at base tier.
 +
 
 +
Module tiering, which is unlocked using the military in [[Headquaters|headquarters]], increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. Most modules are capped at tier 5, except Stone Foundation and Basic Attack which have unlimited tiers.
  
 
Currently there are 83 modules, but there is planned to be 800.
 
Currently there are 83 modules, but there is planned to be 800.
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===Offensive===
 
===Offensive===
These increase your damage output in some way.
+
Increases damage output or ability to kill enemies.
  
 
===Defensive===
 
===Defensive===
These increase your survivability in some way.
+
Increases tower survivability.  
  
 
===Utility===
 
===Utility===
These are modules which do not directly increase damage or survivability but give some other benefit.
+
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities.  
  
 
===Ultimate===
 
===Ultimate===
Hard to get, powerful modules.
+
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)
 
 
Who knows where you get these?
 
  
 
===Active Modules===
 
===Active Modules===
Active Modules are a sub-category of modules that require manual activation.
+
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.
 
 
They could be any of the 4 categories.
 
 
 
 
 
 
==Blueprint==
 
==Blueprint==
The blueprint is where you need to place your modules in order for them to take affect.
+
The blueprint is where modules become active, and are inactive when in storage.
  
You can drag modules from your list, into the blueprint.
+
Double clicking a module places them in the blueprint. Click and dragging also works.
  
There is a limit on how many modules you can have in the blueprint, which depends on your workshop level.
+
Blueprint has a module limit.
  
 
==Skills==
 
==Skills==
 
[[File:WorkshopSkills.png|frameless]]
 
[[File:WorkshopSkills.png|frameless]]
  
===Exotic===
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== Exotic Skills ==
 
No exotic skills yet.{{PerfectNavigation}}
 
No exotic skills yet.{{PerfectNavigation}}
 
[[Category:Buildings]]
 
[[Category:Buildings]]

Revision as of 04:03, 23 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


Building Tiers

Upgrading the workshop increases the blueprint module cap.

Modules

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

Clicking a module opens the info and upgrade menu above the module storage area. I is information, S is stats. X1, X5, and X25 buys levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.

Modules can be upgraded up to level 100 at base tier.

Module tiering, which is unlocked using the military in headquarters, increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. Most modules are capped at tier 5, except Stone Foundation and Basic Attack which have unlimited tiers.

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

There are currently 4 categories of modules:

Offensive

Increases damage output or ability to kill enemies.

Defensive

Increases tower survivability.

Utility

Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities.

Ultimate

Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)

Active Modules

Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.

Blueprint

The blueprint is where modules become active, and are inactive when in storage.

Double clicking a module places them in the blueprint. Click and dragging also works.

Blueprint has a module limit.

Skills

WorkshopSkills.png

Exotic Skills

No exotic skills yet.