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== Enemies ==
{{Infobox region
The base enemy structure consists of:
|image=Desert.png
|lanes=6
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
|easy=781
|medium=18340
|hard=403948
|insane=3.408E+07
|nightmare=2.852E+10
|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.
 
Completing wave 100 in this region unlocks the [[Winter]] region.
 
==Challenges==
{{See also|Challenge Mode}}
{| 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}}
|{{Module|Utility|size=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}}
|{{Module|Offensive|size=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}}
|{{Module|Defensive|size=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}}
|{{Module|Defensive|size=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}}
|{{Module|Defensive|size=30px}} '''Desert Gift'''
|}


* Neutral
==Modules==
* Light
{{See also|Modules}}
* Fire
* Earth
{{Navbox
| name  = PerfectNavigation
| title = The Perfect Tower II
| listclass = hlist


| group1 = Core Game
{| class="wikitable sortable"
| list1 = {{Navbox|child
!Type!!Name!!Unlock Condition
| group1 = Mechanics
|-
| list1  =
|<center>{{Module|Defensive|size=30px}}</center>||'''Simple Heal'''||Wave 1
* [[New Round]]
|-
* [[Elements]]
|<center>{{Module|Utility|size=30px}}</center>||'''Energy'''||Wave 1
* [[Modules]]
|-
* [[Skills]]
|<center>{{Module|Utility|size=30px}}</center>||'''Energy Regeneration'''||Wave 1
* [[Tower Customization]]
|-
|<center>{{Module|Defensive|size=30px}}</center>||'''Granite Foundation'''||Wave 10
|-
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Attack'''||Random 5%
|-
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Attack'''||Random 5%
|-
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Attack'''||Random 5%
|-
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Burst'''||Random 2%
|-
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Burst'''||Random 2%
|-
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Burst'''||Random 2%
|-
|<center>{{Module|Defensive|size=30px}}</center>||'''Light Resistance'''||Random 5%
|-
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Resistance'''||Random 5%
|-
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Resistance'''||Random 5%
|-
|<center>{{Module|Offensive|size=30px}}</center>
|'''Light / Air/ Electricity / Fire Crit'''
|Random 1%
|}


| group2 = [[Regions]]
==Town Assets==
| list2  =
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:
* [[Forest]]
* [[Desert]]
* [[Winter]]
* [[Underground]]
* [[Volcano]]
* [[High Mountain]]
* [[Jungle]]
* [[Metallic Ruins]]
* [[Beach]]
* [[Ocean]]
* [[Neutral]]
* [[Dark Realm]]
* [[Heaven]]
* [[Universe]]
* [[Chaos]]
}}
| group2 = [[Town]]
| list2 = {{Navbox|child
| group1 = Buildings
| list1  =
* [[Power Plant]]
* [[Mine]]
* [[Factory]]
* [[Headquaters]]
* [[Arcade]]
* [[Laboratory]]
* [[Shipyard]]
* [[Trading Post]]
* [[Workshop]]
* [[Museum]]
* [[Construction Firm]]
* [[Statue of Cubos]]
| group2 = Prestige
| list2 = [[Headquaters#Military|Military]]  
}}


:[[File:Cactus town asset.png|40px|Cactus]] Cactus
:[[File:Bones town asset.png|40px|Bones]] Bones
:[[File:Sandstone town asset.png|40px|Sandstone]] Sand rock 3


}}
{{PerfectNavigation}}

Latest revision as of 22:58, 23 August 2023

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

See also: Challenge Mode
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 Module 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 Module 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 Module 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 Module 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 Module Desert Gift

Modules

See also: Modules
Type Name Unlock Condition
Defensive Module
Simple Heal Wave 1
Utility Module
Energy Wave 1
Utility Module
Energy Regeneration Wave 1
Defensive Module
Granite Foundation Wave 10
Offensive Module
Light Attack Random 5%
Offensive Module
Air Attack Random 5%
Offensive Module
Electricity Attack Random 5%
Offensive Module
Light Burst Random 2%
Offensive Module
Air Burst Random 2%
Offensive Module
Electricity Burst Random 2%
Defensive Module
Light Resistance Random 5%
Defensive Module
Air Resistance Random 5%
Defensive Module
Electricity Resistance Random 5%
Offensive Module
Light / Air/ Electricity / Fire Crit Random 1%

Town Assets

The following town assets are unlocked after completing wave 100:

Cactus Cactus
Bones Bones
Sandstone Sand rock 3