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Modules

From The Perfect Tower II
Revision as of 21:26, 6 October 2026 by Speedybrain (talk | contribs) (Module tables from the game data)

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 at least 400 modules in the game so the amount of possible builds is massive. (1.37e+65 or more)

There are currently 401 modules available to unlock (as of v1.0.14).

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Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm

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 & Other

A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.

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 & Legendary

Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.

Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.

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 to 1. 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.

All modules except special modules cap at tier 250.

Tiering up costs 7500 * 12^(tier-1) Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)

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 better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, 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 have unlocked 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

For Military Tier 8+ (spoiler)

Drop Chance Bonuses

There are 7 player drop chance bonuses currently:

Difficulty Factor

Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), 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

Names, descriptions, tags and whether a module is active come straight from the game's data and update with every game version; values the game fills in while you play show in brackets, such as [duration], unless the wiki knows them. Unlock locations, unlock conditions and upgrade formulas are written by players.

Normal

Default

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Offensive module Basic Attack N/A Unlocked from start Provides the tower some basic neutral damage. DAMAGE NEUTRAL Tier 1: 80000

Tier 2: 400000
Tier 3: 1e7/10M
Tier 4: 3e7/30M
Tier 5+: 7.5e8/750M × 2^(t-5)

Offensive module Attack Speed N/A Unlocked from start Modifies the tower's attack speed. ATTACKSPEED Tier 1-5: 1÷(.4-.05(t-1))

Tier 6+: 1÷(.19-(.04/244)×(t-6))

Defensive module Stone Foundation N/A Unlocked from start A very basic foundation for the tower which increases its hitpoints. HEALTH Tier 1: 250000
Tier 2: 7.5e6/7.5M

Tier 3: 2.25e7/22.5M
Tier 4: 6e7/60M
Tier 5+: 8e8/800M × 2^(t-5)

Defensive module Basic Regeneration N/A Unlocked from start Supplies the tower with the ability to slowly regenerate itself. REGENERATION HEALTH Tier 1: 2500

Tier 2: 10000
Tier 3: 50000
Tier 4: 250000
Tier 5+: 1e6/1M × 2^(t-5)

Regional

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Offensive module 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. CHANCE AREA Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)

Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)

Offensive module Multishot R01: Forest Wave 30 Provides a chance to shoot more missiles in order to hit additional targets on an attack. CHANCE AREA Tier 1: 50%, 2

Tier 2: 60%, 3

Tier 3: 65%, 4

Tier 4: 70%, 5

Tier 5: 80%, 6

Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)

Offensive module 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. DAMAGE NATURE LIFESTEAL Tier 1: 50000, 3%

Tier 2: 630000, 4%
Tier 3: 20.55e6/20.55M, 5.5%
Tier 4: 1e8/100M, 7%
Tier 5: 7e8/700M, 9%
Tier 6+: 2^t × 12890625

Offensive module Fire Attack R01: Forest Random 5% Provides the tower some basic fire damage on every attack. DAMAGE FIRE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Fire Burst R01: Forest Random 2% Provides the tower a 20% chance to deal additional fire damage on an attack. DAMAGE FIRE CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Nature Attack R01: Forest Random 5% Provides the tower some basic nature damage on every attack. DAMAGE NATURE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Nature Burst R01: Forest Random 2% Provides the tower a 20% chance to deal additional nature damage on an attack. DAMAGE NATURE CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Earth Attack R01: Forest Random 5% Provides the tower some basic earth damage on every attack. DAMAGE EARTH Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Earth Burst R01: Forest Random 2% Provides the tower a 20% chance to deal additional earth damage on an attack. DAMAGE EARTH CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Nature Crit R01: Forest Random 2% Provides a chance to multiply your projectile's nature damage. CHANCE NATURE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Defensive module Elemental Resistance R01: Forest Wave 20 Reduces incoming elemental damage by a certain percentage. Neutral and universal damage are not considered elemental. FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE Tier 1-5: 50% + 10% × (t-1)

Tier 6: 93%

Tier 7: 95%

Tier 8: 97%

Tier 9: 99%

Tier 10: 99.9%

Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))

Defensive module Fire Resistance R01: Forest Random 5% Reduces incoming fire damage by a percent based amount. RESISTANCE FIRE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Defensive module Nature Resistance R01: Forest Random 5% Reduces incoming nature damage by a percent based amount. RESISTANCE NATURE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Defensive module Earth Resistance R01: Forest Random 5% Reduces incoming earth damage by a percent based amount. RESISTANCE EARTH Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Utility module Wave Resources R01: Forest Wave 50 Produces a fixed amount of town resources at the beginning of a new wave. RESOURCES WAVE Tier 1-5: 1000 × 10^(t-1)

Tier 6+: 1.5e8/150M × 1.5^(t-6)

Offensive module Light Attack R02: Desert Random 5% Provides the tower some basic light damage on every attack. DAMAGE LIGHT Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Light Burst R02: Desert Random 2% Provides the tower a 20% chance to deal additional light damage on an attack. DAMAGE LIGHT CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Air Attack R02: Desert Random 5% Provides the tower some basic air damage on every attack. DAMAGE AIR Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Air Burst R02: Desert Random 2% Provides the tower a 20% chance to deal additional air damage on an attack. DAMAGE AIR CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Electricity Attack R02: Desert Random 5% Provides the tower some basic electricity damage on every attack. DAMAGE ELECTRICITY Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Electricity Burst R02: Desert Random 2% Provides the tower a 20% chance to deal additional electricity damage on an attack. DAMAGE ELECTRICITY CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Light Crit R02: Desert Random 1% Provides a chance to multiply your projectile's light damage. CHANCE LIGHT DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive module Air Crit R02: Desert Random 1% Provides a chance to multiply your projectile's air damage. CHANCE AIR DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive module Electricity Crit R02: Desert Random 1% Provides a chance to multiply your projectile's electricity damage. CHANCE ELECTRICITY DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive module Fire Crit R02: Desert Random 1% Provides a chance to multiply your projectile's fire damage. CHANCE FIRE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Defensive module Simple Heal Yes R02: Desert Wave 1 Instantly heals the tower by a specific amount of hitpoints. HEALTH INSTANT Tier 1: 100000

Tier 2: 500000
Tier 3: 1.5e6/1.5M
Tier 4: 4e7/40M
Tier 5: 1.25e8/125M × 3^(t-5)

Defensive module Granite Foundation R02: Desert Wave 10 A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%. HEALTH ATTACKSPEED Tier 1: 5e7/50M, 70%

Tier 2: 7.5e9/7.5B, 60%
Tier 3: 5.625e11/562.5B, 50%
Tier 4: 2.25e13/22.5T, 40%
Tier 5: 8e14/800T, 30%
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)

Defensive module Light Resistance R02: Desert Random 5% Reduces incoming light damage by a percent based amount. RESISTANCE LIGHT Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Defensive module Air Resistance R02: Desert Random 5% Reduces incoming air damage by a percent based amount. RESISTANCE AIR Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Defensive module Electricity Resistance R02: Desert Random 5% Reduces incoming electricity damage by a percent based amount. RESISTANCE ELECTRICITY Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Utility module Energy R02: Desert Wave 1 Provides the tower with energy which can be used to activate active skills. ENERGY Tier 1: 100

Tier 2: 750
Tier 3: 2000
Tier 4: 5000
Tier 5: 40000
Tier 6+: 75000 + 25000 × (t-6)

Utility module Energy Regeneration R02: Desert Wave 1 Provides the tower the ability to passively regenerate energy. REGENERATION ENERGY Tier 1-10: 1% × t

Tier 11+: 10.44% + .04% × (t-11)

Offensive module Darkness Attack R03: Winter Random 5% Provides the tower some basic darkness damage on every attack. DAMAGE DARKNESS Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Darkness Burst R03: Winter Random 2% Provides the tower a 20% chance to deal additional darkness damage on an attack. DAMAGE DARKNESS CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module Water Attack R03: Winter Random 5% Provides the tower some basic water damage on every attack. DAMAGE WATER Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive module Water Burst R03: Winter Random 2% Provides the tower a 20% chance to deal additional water damage on an attack. DAMAGE WATER CHANCE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive module 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. DAMAGE NEUTRAL AREA CHANCE Tier 1: 10000

Tier 2: 200000
Tier 3: 3.25e6/3.25M
Tier 4: 1.25e7/12.5M
Tier 5: 9e7/90M
Tier 6+: 1.2e8/120M × 2^(t-6)

Offensive module Bash R03: Winter Random 1% Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack. CHANCE STUN DEBUFF Tier 1: 20%, 1s

Tier 2: 23%, 1.2s
Tier 3: 25%, 1.5s
Tier 4: 28%, 1.75s
Tier 5: 33%, 2s

Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)

Offensive module Darkness Crit R03: Winter Random 1% Provides a chance to multiply your projectile's darkness damage. CHANCE DARKNESS DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive module Water Crit R03: Winter Random 1% Provides a chance to multiply your projectile's water damage. CHANCE WATER DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive module Earth Crit R03: Winter Random 1% Provides a chance to multiply your projectile's earth damage. CHANCE EARTH DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Defensive module Darkness Resistance R03: Winter Random 5% Reduces incoming darkness damage by a percent based amount. RESISTANCE DARKNESS Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Defensive module Water Resistance R03: Winter Random 5% Reduces incoming water damage by a percent based amount. RESISTANCE WATER Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)

Defensive module Basic Shield R03: Winter Wave 50 Provides the tower with a shield that absorbs damage. SHIELD Tier 1: 2e6/2M

Tier 2: 2.5e7/25M
Tier 3: 1e8/100M
Tier 4: 6e8/600M
Tier 5+: 2.5e9/2.5B × 2^(t-5)

Defensive module Boss Shield R03: Winter Random 1.2% Reduces the incoming damage from boss enemies. REACTIVE RESISTANCE BOSS Tier 1-5: 70% + 5% × (t-1)

Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)

Utility module 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%. REGENERATION ENERGY Tier 1-5: 20% × t

Tier 6+: 100% + 1% × t

Offensive module Soul Harvesting R04: Underground Random 0.3% Provides a chance to deal 33% of the primary target's current health as additional darkness damage. CHANCE DAMAGE DARKNESS Tier 1-5: 10% + 2% × (t-1)

Tier 6+: 18.1% + 26.9%/244 × (t-6)

Defensive module Darkness Armor R04: Underground Random 5% Reduces incoming darkness damage by a fixed amount. ARMOR DARKNESS Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Air Armor R04: Underground Random 5% Reduces incoming air damage by a fixed amount. ARMOR AIR Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Earth Armor R04: Underground Random 5% Reduces incoming earth damage by a fixed amount. ARMOR EARTH Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Nature Armor R04: Underground Random 5% Reduces incoming nature damage by a fixed amount. ARMOR NATURE Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Shelter R04: Underground Random 1% Provides a chance to fully block incoming damage if the tower's hitpoints are below 50%. REACTIVE BLOCK Tier 1: 10%

Tier 2: 20%

Tier 3: 25%

Tier 4: 30%

Tier 5: 40%

Tier 6+: 40% + .2% × t

Utility module Transmute R04: Underground Random 0.8% Provides a chance to convert dead enemies into additional town resources by using the power of alchemy. RESOURCES CHANCE Tier 1-6: 15% 1-2 × 10 ^ (t-1)

Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)

Utility module Offensive Pack R04: Underground Random 2% Provides a chance to upgrade a random offensive module [levels] time(s) at the beginning of a new wave for free. CHANCE WAVE MODULE Tier 1+: 20% × t (cap at 100%), t
Utility module Defensive Pack R04: Underground Random 2% Provides a chance to upgrade a random defensive module [levels] time(s) at the beginning of a new wave for free. CHANCE WAVE MODULE Tier 1+: 20% × t (cap at 100%), t
Offensive module 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. FIRE DAMAGE AREA GROUND Tier 1: 500000

Tier 2: 2.5e6/2.5M

Tier 3: 1.25e8/125M

Tier 4: 5e8/500M

Tier 5: 7.5e10/75B

Tier 6+: 7.5e10/75B * 2^(t-6)

Offensive module Burning Attack R05: Volcano Random 0.4% 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. FIRE DAMAGE CHANCE AREA Tier 1: 60000

Tier 2: 250000

Tier 3: 3.25e6/3.25M

Tier 4: 1.75e7/17.5M

Tier 5: 5e8/500M

Tier 6+: 1.25e9/1.25B * 2^(t-6)

Defensive module Light Armor R05: Volcano Random 5% Reduces incoming light damage by a fixed amount. ARMOR LIGHT Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Fire Armor R05: Volcano Random 5% Reduces incoming fire damage by a fixed amount. ARMOR FIRE Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Water Armor R05: Volcano Random 5% Reduces incoming water damage by a fixed amount. ARMOR WATER Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module Electricity Armor R05: Volcano Random 5% Reduces incoming electricity damage by a fixed amount. ARMOR ELECTRICITY Tier 1-6: 1000 × 10 ^ (t-1)

Tier 7+: 5e8/500M × 5^(t-7)

Defensive module 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. HEALTH RESISTANCE FIRE WATER Tier 1: 16666.667, 50%

Tier 2: 375000, 60%

Tier 3: 900000, 70%

Tier 4: 2e6/2M, 80%

Tier 5: 2.2857e7/22.857M, 90%

Tier 6+: 4e7/40M * 2^(t-6), 90%

Offensive module Divine Blessing R06: High Mountain Random 0.15% Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus hp reduces by 1% of its current value. CHANCE LIGHT DAMAGE HEALTH Tier 1: 10%, 380

Tier 2: 15%, 1300

Tier 3: 20%, 6391

Tier 4: 25%, 19464

Tier 5: 30%, 189000

Tier 6+: 30%, 300015 * 1.5^(t-6)

Offensive module 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. LIGHT AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive module 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. FIRE AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive module 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. ELECTRICITY AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive module 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. AIR AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Defensive module Air Shell R06: High Mountain Random 1% Increases resistance against air damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE AIR BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module 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. REACTIVE DAMAGE AIR Tier 1+: 10% + 5% * (t-1)
Defensive module Bulletproof R06: High Mountain Random 0.9% Provides resistance against incoming damage from ranged units like archers and wizards. REACTIVE RESISTANCE ARCHER WIZARD Tier 1-5: 70% + 5% * (t-1)

Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)

Defensive module Shield Recharger R06: High Mountain Random 1% Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds. REGENERATION REACTIVE SHIELD Tier 1-5: 6% * t

Tier 6+: 30% + 2% × (t-5)

Offensive module Lifeleech Yes R07: Jungle Random 1.5% Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage. LIFESTEAL AREA INSTANT Tier 1: 100000

Tier 2: 500000

Tier 3: 2.5e6/2.5M

Tier 4: 1e7/10M

Tier 5: 7.5e7/75M

Tier 6+: 2.25e8/225M * 2^(t-6)

Offensive module 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. EARTH AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive module 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. WATER AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive module 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. NATURE AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive module 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. DARKNESS AREA DAMAGE CHANCE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Defensive module Nature Shell R07: Jungle Random 1% Increases resistance against nature damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE NATURE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module Earth Shell R07: Jungle Random 1% Increases resistance against earth damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE EARTH BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module Water Shell R07: Jungle Random 1% Increases resistance against water damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE WATER BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module 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. REACTIVE DAMAGE NATURE Tier 1+: 10% + 5% * (t-1)
Defensive module 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. REACTIVE DAMAGE EARTH Tier 1+: 10% + 5% * (t-1)
Defensive module 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. REACTIVE DAMAGE WATER Tier 1+: 10% + 5% * (t-1)
Offensive module Sparks R08: Metallic Ruins Random 0.8% Deals a random amount of damage and provides a 25% chance to stun non-boss units for 1 second on an attack. STUN CHANCE DEBUFF DAMAGE ELECTRICITY ARCHER WIZARD ASSASSIN NORMAL TANK Tier 1: 10000 - 100000

Tier 2: 40000 - 250000

Tier 3: 100000 - 3M/3e6

Tier 4: 2M/2e6 - 60M/6e7

Tier 5: 35M/3.5e7 - 400M/4e8

Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)

Offensive module Steini's Chained Ball R08: Metallic Ruins Random 0.4% Reduces the tower's attack speed in exchange for increasing its attack damage.By Steini225. COMMUNITY DAMAGE ATTACKSPEED Damage:

Tier 1: x30

Tier 2: x60

Tier 3: x115

Tier 4: x220

Tier 5: x425

Tier 6+: x1030 + 1005*(t-6)


Attack Speed:

Tier 1-5: -(90% - 5%*(t-1))

Tier 6+: -(69% - 0.1%*(t-6))

Defensive module Fire Shell R08: Metallic Ruins Random 1% Increases resistance against fire damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE FIRE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module Electricity Shell R08: Metallic Ruins Random 1% Increases resistance against electricity damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE ELECTRICITY BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module Light Shell R08: Metallic Ruins Random 1% Increases resistance against light damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE LIGHT BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module 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. REACTIVE DAMAGE FIRE Tier 1+: 10% + 5% * (t-1)
Defensive module 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. REACTIVE DAMAGE ELECTRICITY Tier 1+: 10% + 5% * (t-1)
Defensive module 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. REACTIVE DAMAGE LIGHT Tier 1+: 10% + 5% * (t-1)
Defensive module 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. HEALTH RESISTANCE Health:

Tier 1: 15M/1.5e7

Tier 2: 675M/6.75e8

Tier 3: 2.7B/2.7e9

Tier 4: 9B/9e9

Tier 5: 144B/1.44e11

Tier 6+: 304B/3.04e11 * 2^(t-6)


Resistance:

Tier 1+: /(100 + 50*(t-1))

Offensive module Execution R09: Beach Random 1% Allows the tower to deal additional universal damage to an enemy if its hitpoints are below [threshold] of their maximum value. DAMAGE UNIVERSAL Damage:

Tier 1: 200000

Tier 2: 1.2M/1.2e6

Tier 3: 80M/8e7

Tier 4: 750M/7.5e8

Tier 5: 4B/4e9

Tier 6+: 12B/1.2e10 * 2^(t-6)


Threshold:

Tier 1+: min(25% + 5%*(t-1), 45%)

Offensive module Rapidfire R09: Beach Random 0.9% Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed. BUFF ATTACKSPEED CHANCE Tier 1: 20%, 1 sec

Tier 2: 23%, 1.2 sec

Tier 3: 25%, 1.5 sec

Tier 4: 28%, 2 sec

Tier 5: 33%, 2.5 sec

Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)

Offensive module Advanced Splash R09: Beach Random 0.3% Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself. CHANCE AREA DAMAGE NEUTRAL Tier 1-5: 10% * t

Tier 6+: 56% + 0.015% × (t-6)

Offensive module Super Multishot Yes R09: Beach Random 0.8% Instantly fires a missile at up to [targets] targets around the tower. AREA INSTANT Cooldown:

Tier 1-5: (7 - t) sec

Tier 6+: 2 sec


Targets:

Tier 1-5: 40 + 5*(t-1)

Tier 6+: 60


Cost:

Tier 1-5: 1500 + 33%

Tier 6+: 1500 + 33% - 0.1% × (t-6)

Defensive module 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. REACTIVE DAMAGE DARKNESS Tier 1+: 10% + 5% * (t-1)
Defensive module Fire Exchange R09: Beach Random 1% Divides incoming fire damage by a certain amount while at the same time multiplying incoming water damage. RESISTANCE FIRE Tier 1+: 10 + 10*t
Defensive module Water Exchange R09: Beach Random 1% Divides incoming water damage by a certain amount while at the same time multiplying incoming fire damage. RESISTANCE WATER Tier 1+: 10 + 10*t
Defensive module Earth Exchange R09: Beach Random 1% Divides incoming earth damage by a certain amount while at the same time multiplying incoming air damage. RESISTANCE EARTH Tier 1+: 10 + 10*t
Defensive module Air Exchange R09: Beach Random 1% Divides incoming air damage by a certain amount while at the same time multiplying incoming earth damage. RESISTANCE AIR Tier 1+: 10 + 10*t
Defensive module Nature Exchange R09: Beach Random 1% Divides incoming nature damage by a certain amount while at the same time multiplying incoming electricity damage. RESISTANCE NATURE Tier 1+: 10 + 10*t
Defensive module Electricity Exchange R09: Beach Random 1% Divides incoming electricity damage by a certain amount while at the same time multiplying incoming nature damage. RESISTANCE ELECTRICITY Tier 1+: 10 + 10*t
Defensive module Light Exchange R09: Beach Random 1% Divides incoming light damage by a certain amount while at the same time multiplying incoming darkness damage. RESISTANCE LIGHT Tier 1+: 10 + 10*t
Defensive module Darkness Exchange R09: Beach Random 1% Divides incoming darkness damage by a certain amount while at the same time multiplying incoming light damage. RESISTANCE DARKNESS Tier 1+: 10 + 10*t
Utility module 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%. REGENERATION ENERGY Tier 1-5: 20% × t

Tier 6+: 100% + 1% × t

Offensive module Super Bounce Yes R09: Beach Hint: [3]
Spawns a missile that jumps a lot of times.BudEBoy exploited the Developers to create this module. AREA COMMUNITY INSTANT Cooldown:

Tier 1+: max(7 - 1*(t-1), 3)


Bounces:

Tier 1-5: 20 + 10*(t-1)

Tier 5+: 55 + t

Offensive module Ice Shards R10: Ocean Random 1% Deals water damage on impact and slows the movementspeed of the primary target for 2 seconds. WATER DAMAGE DEBUFF SLOW Damage:

Tier 1: 40000

Tier 2: 600000

Tier 3: 18M/1.8e7

Tier 4: 80M/8e7

Tier 5: 500M/5e8

Tier 6+: 800M/8e8 * 2^(t-6)


Slow:

Tier 1+: min(50% + 5%*(t-1), 70%)

Offensive module 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. DAMAGE FIRE Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE WATER Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE EARTH Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE AIR Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE NATURE Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE ELECTRICITY Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE LIGHT Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Offensive module 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. DAMAGE DARKNESS Tier 1: 35%

Tier 2: 45%

Tier 3: 55%

Tier 4: 75%

Tier 5: 95%

Tier 6+: (95 + t/10)%

Defensive module Darkness Shell R10: Ocean Random 1% Increases resistance against darkness damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. RESISTANCE DARKNESS BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Tier 6+: 15.05% + 0.12% × (t-6)

Defensive module Frost Aura R10: Ocean Random 0.8% Slows the movementspeed of enemies in a 20m radius around the tower. SLOW DEBUFF AURA Tier 1: 30%

Tier 2: 45%

Tier 3: 50%

Tier 4: 65%

Tier 5: 80%

Tier 6+: 82% + 17%/244 × (t-6)

Offensive module Anti-Neutral Projectiles R11: Neutral Random 1% Increases the damage dealt against neutral enemies. DAMAGE NEUTRAL Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Fire Projectiles R11: Neutral Random 1% Increases the damage dealt against fire enemies. DAMAGE FIRE Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Water Projectiles R11: Neutral Random 1% Increases the damage dealt against water enemies. DAMAGE WATER Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Earth Projectiles R11: Neutral Random 1% Increases the damage dealt against earth enemies. DAMAGE EARTH Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Air Projectiles R11: Neutral Random 1% Increases the damage dealt against air enemies. DAMAGE AIR Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Electricity Projectiles R11: Neutral Random 1% Increases the damage dealt against electricity enemies. DAMAGE ELECTRICITY Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Nature Projectiles R11: Neutral Random 1% Increases the damage dealt against nature enemies. DAMAGE NATURE Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Light Projectiles R11: Neutral Random 1% Increases the damage dealt against light enemies. DAMAGE LIGHT Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Darkness Projectiles R11: Neutral Random 1% Increases the damage dealt against darkness enemies. DAMAGE DARKNESS Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Offensive module Anti-Universal Projectiles R11: Neutral Random 1% Increases the damage dealt against universal enemies. DAMAGE UNIVERSAL Tier 1: +17%

Tier 2: +23%

Tier 3: +30%

Tier 4: +43%

Tier 5+: +(60 + 8*(t-5))%

Defensive module Neutral Exchange R11: Neutral Random 1% Divides incoming neutral damage by a certain amount while at the same time multiplying incoming universal damage. RESISTANCE NEUTRAL Tier 1+: 10 + 10*t
Defensive module Universal Exchange R11: Neutral Random 1% Divides incoming universal damage by a certain amount while at the same time multiplying incoming neutral damage. RESISTANCE UNIVERSAL Tier 1+: 10 + 10*t
Defensive module Marble Foundation R11: Neutral Random 0.8% Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by [divider]. (Counts as neutral/universal resistance in the stats menu.) HEALTH RESISTANCE NEUTRAL UNIVERSAL Health:

Tier 1: 25000

Tier 2: 600000

Tier 3: 1.5M (1.5e6)

Tier 4: 24M (2.4e7)/7

Tier 5: 40M (4e7)

Tier 6+: 2^(t-1) * 640M (6.4e8)/9


Resistance:

Tier 1-6: 200*t

Tier 7+: 900 + 50*t

Offensive module Anti-Darkness Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against darkness enemies by min(tier - 1, 4). CHANCE DARKNESS DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module Anti-Fire Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against fire enemies by min(tier - 1, 4). CHANCE FIRE DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module Anti-Earth Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against earth enemies by min(tier - 1, 4). CHANCE EARTH DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module Anti-Water Crit R12: Dark Realm Random 1% Provides a chance to multiply your damage against water enemies by min(tier - 1, 4). CHANCE WATER DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module 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. FIRE DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. WATER DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. EARTH DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. AIR DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. NATURE DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. LIGHT DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. DARKNESS DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module 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. ELECTRICITY DAMAGE Tier 1-5: x(3 + 2*t)

Tier 6+: x(10.2 + 0.51*t)

Offensive module Anti-Light Crit R13: Heaven Random 1% Provides a chance to multiply your damage against light enemies by min(tier - 1, 4). CHANCE LIGHT DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module Anti-Nature Crit R13: Heaven Random 1% Provides a chance to multiply your damage against nature enemies by min(tier - 1, 4). CHANCE NATURE DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module Anti-Air Crit R13: Heaven Random 1% Provides a chance to multiply your damage against air enemies by min(tier - 1, 4). CHANCE AIR DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Offensive module Anti-Electricity Crit R13: Heaven Random 1% Provides a chance to multiply your damage against electricity enemies by min(tier - 1, 4). CHANCE ELECTRICITY DAMAGE Chance:

Tier 1+: min(20 + 10*t, 70)%


Damage:

Tier 1+: min(t-1, 4).

Defensive module 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. ARMOR FIRE Tier 1-5: 0.4 + 0.03*t

Tier 6+: 0.57 + 0.9/244 × (t-6)

Defensive module 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. ARMOR WATER Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module 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. ARMOR AIR Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module 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. ARMOR EARTH Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module 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. ARMOR NATURE Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module 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. ARMOR ELECTRICITY Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module 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. ARMOR LIGHT Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module 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. ARMOR DARKNESS Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6)
Defensive module Fire Block R14: Universe Random 1% Provides a chance to fully block incoming fire damage. CHANCE BLOCK FIRE Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Water Block R14: Universe Random 1% Provides a chance to fully block incoming water damage. CHANCE BLOCK WATER Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Air Block R14: Universe Random 1% Provides a chance to fully block incoming air damage. CHANCE BLOCK AIR Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Electricity Block R14: Universe Random 1% Provides a chance to fully block incoming electricity damage. CHANCE BLOCK ELECTRICITY Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Darkness Block R14: Universe Random 1% Provides a chance to fully block incoming darkness damage. CHANCE BLOCK DARKNESS Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Earth Block R14: Universe Random 1% Provides a chance to fully block incoming earth damage. CHANCE BLOCK EARTH Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Nature Block R14: Universe Random 1% Provides a chance to fully block incoming nature damage. CHANCE BLOCK NATURE Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Defensive module Light Block R14: Universe Random 1% Provides a chance to fully block incoming light damage. CHANCE BLOCK LIGHT Tier 1-5: (5 + 5*t)%

Tier 6+: (30 + 0.2*t)%

Ultimate module L.O.S.O. Drone System Yes Hint: [4]
Spawns [drones] drones that attack nearby units by [damagefactor] of the Tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival.Low Orbit Self Operated Drone System by Loso3svk. DAMAGE COMMUNITY INSTANT Drones:

Tier 1-5: 2+t

Tier 6+: floor(7.2 + 0.2*t)


Duration:

Tier 1+: min(10 + 5*t, 35)

Offensive module Neutral Focus Yes R15: Chaos Random 1% Increases neutral damage dealt by the tower for 45 seconds. NEUTRAL BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Fire Focus Yes R15: Chaos Random 1% Increases fire damage dealt by the tower for 45 seconds. FIRE BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Water Focus Yes R15: Chaos Random 1% Increases water damage dealt by the tower for 45 seconds. WATER BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Nature Focus Yes R15: Chaos Random 1% Increases nature damage dealt by the tower for 45 seconds. NATURE BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Air Focus Yes R15: Chaos Random 1% Increases air damage dealt by the tower for 45 seconds. AIR BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Earth Focus Yes R15: Chaos Random 1% Increases earth damage dealt by the tower for 45 seconds. EARTH BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Light Focus Yes R15: Chaos Random 1% Increases light damage dealt by the tower for 45 seconds. LIGHT BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Darkness Focus Yes R15: Chaos Random 1% Increases darkness damage dealt by the tower for 45 seconds. DARKNESS BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Electricity Focus Yes R15: Chaos Random 1% Increases electricity damage dealt by the tower for 45 seconds. ELECTRICITY BUFF DAMAGE INSTANT Tier 1+: 20*t
Offensive module Universal Focus Yes R15: Chaos Random 1% Increases universal damage dealt by the tower for 45 seconds. UNIVERSAL BUFF DAMAGE INSTANT Tier 1+: 20*t
Ultimate module Super Tower Yes R15: Chaos Wave 100 Boosts the tower's attack speed by [speed], multiplies the max. health and health regeneration by [health] and decreases incoming damage by 50%. BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED INSTANT Duration:

Tier 1-4: (20 + 10*t) sec

Tier 5+: 80 sec


Attack Speed:

Tier 1-5: (20 + 10*t)%

Tier 6+: 71% + 9%/244*t


Health:

Tier 1-5: 3

Tier 6+: 3 + 2*t


Cost:

Tier 1-5: 1000 + 10%

Tier 6+: 1000 + 9% - 8/244*t

Legendary module W.I.N.C.E. R15: Chaos Beat Chaos Impossible without using any offensive modules. Slows the Tower's attackspeed by [slow] but provides a chance to instantly destroy attackers.The WootImNoob Incredible and Novel Complete and Efficient module. REACTIVE CHANCE ATTACKSPEED NEUTRAL DAMAGE COMMUNITY Chance:

Tier 1+: 2% + 0.06%*(t-1)


Attack Speed:

Tier 1+: 300% - (t-1)%

Laboratory

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Offensive module Fire Taste Experiment: Fire 100°C Deals additional damage of type fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE FIRE Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Offensive module 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. CHANCE FIRE DAMAGE AREA Chance:

Tier 1-4: 4% * (tier+1)

Tier 5+: 25%


Damage:

Tier 1: 1E61 M

Tier 2: 8E68 M

Tier 3: 6E760 M

Tier 4: 3E8300 M

Tier 5+: 5E95 B * 2.5^(tier-5)

Offensive module Combustion Experiment: Fire 75,000°C Provides a [chance] chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as fire damage to surrounding enemies. CHANCE DAMAGE FIRE Chance:

Tier 1-5: 25%

Tier 6+: 25% + 0.1% * (tier-5)


Damage:

Tier 1-4: 2% + 3%*tier

Tier 5: 20%

Tier 6+: 22% + 0.1% * (tier-6)

Defensive module 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.Absorbed damage still damages the tower! DAMAGE FIRE REACTIVE Tier 1-5: 0.1x + 0.1x*tier

Tier 6+: 0.66x + 0.02x*(tier-6)

Offensive module 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. FIRE DAMAGE Tier 1-6: 7% + 3%*tier

Tier 7+: 25% + 1.5%*(tier-6)

Offensive module Water Taste Experiment: Water 50L (15°C) Deals additional damage of type water based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE WATER Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Defensive module Frost Nova Yes Experiment: Water 75L (0°C) Releases a wave of frost around the tower. Enemies affected by the cold cannot move for [duration] seconds. AREA STUN DEBUFF INSTANT Cooldown:

Tier 1-5: 40 - 5*tier sec

Tier 6+: 15 sec


Cost:

Tier 1-5: 100+33%

Tier 6+: 100 + 33%-0.1%*(tier-5)


Duration:

Tier 1-4: 3 + 1*tier sec

Tier 5: 9 sec

Tier 6+: 9 + 0.05*(tier-6) sec

Defensive module 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. SLOW REACTIVE DEBUFF Tier 1-5: -(25% + 15%*tier)

Tier 6+: 100% + 2%*(tier-5)

Offensive module Shatter Experiment: Water 500L (-20°C) Increases water damage dealt against stunned or frozen enemies. DAMAGE WATER STUN Tier 1: 100%

Tier 2: 240%

Tier 3: 400%

Tier 4: 600%

Tier 5: 1000%

Tier 6+: 1300% + 410%*(tier-6)

Offensive module Extinguish Experiment: Water 1000L (-22°C) Provides a chance to instantly destroy a fire enemy on an attack. CHANCE DAMAGE FIRE Tier 1-6: 1% + 1%*tier

Tier 7+: 7% + 0.075 * (tier-6)

Ultimate module 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 tower's water armor raised to the power of [power] (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds. DEBUFF SLOW DAMAGE WATER AREA INSTANT Armor:

Tier 1-6: 0.01*tier

Tier 7+: 0.06 + 0.34/244*(tier-6)


Damage:

Tier 1-5: 1E61 M * 10^(tier-1)

Tier 6+: 5E1050 B * 4^(tier-6)


Slow:

Tier 1-5: 3 + 1*tier sec

Tier 6+: 8.1 + 5/244 * (tier-6)

Special module Absolute Zero Experiment: Water 100L (-273°C) Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.Why did you go that far? TIME N/A
Offensive module Nature Taste Experiment: Nature 3 Plants Deals additional damage of type nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE NATURE Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Defensive module Adaptive Regeneration Experiment: Nature 6 Plants Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration. REGENERATION HEALTH Tier 1-5: 5%*tier

Tier 6+: 30.4% + 1.4%*(tier-6)

Defensive module Shield of Nature Experiment: Nature 9 Plants Provides a [chance] chance that incoming damage permanently increases the tower's hp-regeneration. REGENERATION REACTIVE HEALTH Chance:

Tier 1-5: 25%

Tier 6+: 25% + 0.1%*tier


Regeneration:

Tier 1-4: 0.2% + 0.3%*tier

Tier 5+: 2% + 0.01%*(tier-5)

Offensive module Violent Seeds Yes Experiment: Nature 12 Plants Continously increases the tower's nature damage until the end of the duration. BUFF NATURE INSTANT Damage:

Tier 1: 1%

Tier 2: 2%

Tier 3: 3%

Tier 4: 5%

Tier 5+: 8% + 3%*(tier-5)


Duration/Cooldown:

Tier 1-5: 25 * 2^(tier-1) sec

Tier 6+: 400 + 4*(tier-5) sec

Ultimate module Rejuvenate Experiment: Nature 16 Plants Increases the tower's hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration. REGENERATION HEALTH Tier 1-5: 0.05% + 0.05%*tier

Tier 6+: 0.34% + 0.31%*(tier-6)

Offensive module 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. NATURE DAMAGE AREA Tier 1: 300000

Tier 2: 1.5E61.5 M

Tier 3: 1E710 M

Tier 4: 9E790 M

Tier 5: 5E8500 M

Tier 6+: 1E91 B * 2.4^(tier-6)

Offensive module Nature's Wrath Experiment: Nature 26 Plants Amplifies nature projectile damage dealt against neutral enemies. NATURE NEUTRAL DAMAGE Tier 1: 50%

Tier 2: 100%

Tier 3: 150%

Tier 4: 240%

Tier 5+: 350% + 180%*(tier-5)

Offensive module Daybloom Experiment: Nature 30 Plants Applies a part of module and damage factor related light damage bonus to nature damage as well. NATURE DAMAGE LIGHT Tier 1-6: 5% + 5%*tier

Tier 7+: 35% + 65%/244*(tier-6)

Offensive module 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 attack speed by 33% and deals [damage] of their current hitpoints as nature damage to them. SLOW DEBUFF DAMAGE NATURE AREA INSTANT Cost:

Tier 1-5: 800 + 33%

Tier 6+: 800 + 33%-0.1%*(tier-5)


Cooldown:

Tier 1-5: 90-10*tier sec

Tier 6+: 40 sec


Damage:

Tier 1-5: 10%

Tier 6+: 10% + 0.1%*(tier-5)


Duration:

Tier 1-5: 2.5 + tier sec

Tier 6+: 7.5 sec

Offensive module Earth Taste Experiment: Earth 1,750 kg/m³ Deals additional damage of type earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE EARTH Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Defensive module 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. RESISTANCE HEALTH NEUTRAL AIR FIRE EARTH Hitpoints:

Tier 1: 25000

Tier 2: 500000

Tier 3: 1125000

Tier 4: 2.4E62.4 M

Tier 5: 8E780 M/3

Tier 6+: 3.2E8320 M/7 * 2^(tier-6)


Resistance:

Tier 1-5: 20% + 10%*tier

Tier 6+: 70%

Defensive module 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. STUN REACTIVE RESISTANCE Tier 1: 30%

Tier 2: 34%

Tier 3: 38%

Tier 4: 44%

Tier 5: 50%

Tier 6+: 60% + 40%/244 * (tier-6)

Defensive module Titanium Hull Yes Experiment: Earth 125,000 kg/m³ Temporarily increases the tower's generic resistance by 99% and multiplies the generic armor by a variable amount but disables energy regeneration in exchange. Lasts up to 20 seconds. ARMOR BUFF RESISTANCE INSTANT Tier 1-6: 1000 * 10^tier

Tier 7+: 1E91 B * 8^(tier-6)

Ultimate module 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[power] where x represents your current earth armor. The multiplier cannot be lower than 1. DAMAGE EARTH CHANCE Tier 1-6: 0.07 + 0.01*tier

Tier 7+: 0.13 + 0.27/244 * (tier-6)

Offensive module Earthquake Yes Experiment: Earth 55M kg/m³
(55e6 kg/m³)
Stuns and damages all non-earth enemies on the map by [damageFactor] of the tower's maximum hitpoints. Damage type is earth. DAMAGE EARTH STUN DEBUFF AREA INSTANT Damage:

Tier 1+: 10 + 5*tier


Stun:

Tier 1-5: 1.5 + 0.5*tier

Tier 6+: 4 + 0.5*(tier-5)


Cooldown:

Tier 1-5: 26 - 3*tier sec

Tier 6+: 11 sec

Offensive module Electricity Taste Experiment: Electricity 5000 J Deals additional damage of type electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE ELECTRICITY Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Offensive module Lightning Yes Experiment: Electricity 250000 J 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. DEBUFF STUN DAMAGE ELECTRICITY AREA INSTANT Tier 1: 100000

Tier 2: 1.25E61.25 M

Tier 3: 7.5E67.5 M

Tier 4: 5E750 M

Tier 5: 1.75E8175 M

Tier 6+: 8.75E8875 M * 2^(tier-6)

Defensive module Overcharge Experiment: Electricity 1.25M J

(1.25e6 J)

Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an electricity type enemy. REACTIVE ELECTRICITY ATTACKSPEED Chance:

Tier 1-5: 20% + 5% * tier

Tier 6+: 47% + 48%/244*(tier-6)


Duration:

Tier 1-5: 0.8 + 0.4 * tier sec

Tier 6+: 2.8 sec

Defensive module Transformator Experiment: Electricity 50M J

(50e6 J)

Provides a [chance] chance to restore a part of your shield whenever killing an electricity type enemy. ELECTRICITY SHIELD
Defensive module Shock Ward Yes Experiment: Electricity 1B J

(1e9 J)

Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing. STUN DEBUFF GROUND
Offensive module Darkness Taste Experiment: Darkness 5 Particles Deals additional damage of type darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE DARKNESS Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Defensive module Heartstopper Aura Experiment: Darkness 15 Particles Decreases the hitpoints of nearby non-boss units by a percentage based amount of damage type darkness. DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK DARKNESS AURA
Defensive module Shield of Darkness Experiment: Darkness 30 Particles Divides incoming darkness damage by a specific amount as long as the tower's shieldpoints are above 0. If no shield is present then this ability will be inactive. DARKNESS REACTIVE SHIELD RESISTANCE
Defensive module 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. DEBUFF DARKNESS FIRE EARTH NATURE AURA
Offensive module Unholy Missile Experiment: Darkness 75 Particles Increases darkness damage based on the current missing hitpoint percentage of the primary target. DAMAGE DARKNESS
Offensive module Light Taste Experiment: Light 1 Image Deals additional damage of type light based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE LIGHT Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Defensive module Dispel Yes Experiment: Light 3 Images Removes a negative buff from the tower. INSTANT
Defensive module Dryness Aura Experiment: Light 5 Images Reduces the base resistance of nearby enemies against light, water, air and electricity damage. Negative base resistance amplifies damage of the according element type. DEBUFF LIGHT WATER AIR ELECTRICITY AURA
Utility module Recharge Yes Experiment: Light 10 Images Instantly refills the tower's energy to 100%. ENERGY INSTANT
Offensive module Air Taste Experiment: Air 202,650 Pa Deals additional damage of type air based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE AIR Tier 1-4: 40% + 10%*tier

Tier 5: 100%

Tier 6+: 106% + 7% * (tier-6)

Defensive module 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. REACTIVE BLOCK RESISTANCE
Offensive module Air Slice Experiment: Air 5.07M Pa
(5.07e6 Pa)
Provides a [chance] chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed. CHANCE AREA DAMAGE SLOW DEBUFF
Defensive module Simple Evasion Experiment: Neutral 50 Provides the tower a small chance to fully negate incoming damage. REACTIVE BLOCK
Offensive module Lifesteal Experiment: Neutral 2,500 Converts a part of the attack damage dealt back to health for the tower. LIFESTEAL HEALTH
Offensive module 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. DAMAGE
Defensive module Reflect Experiment: Neutral 20,000 Reflects a part of the incoming damage back to the attacker in form of neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu). NEUTRAL DAMAGE REACTIVE
Defensive module Defiance Experiment: Neutral 125,000 Every time 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. REACTIVE DEBUFF STUN BLOCK
Offensive module Critical Strike Experiment: Neutral 6.5M (6.5e6) Provides a chance to deal more damage on an attack. CHANCE DAMAGE
Offensive module 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. DAMAGE UNIVERSAL
Offensive module Emergency Crit 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. CHANCE DAMAGE
Ultimate module Universal Shield Experiment: Universal <= -0.5G Blocks the first [count] hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked. BLOCK REACTIVE
Defensive module Temporal Barrier Yes Experiment: Universal <= -1.75G Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run. BUFF REACTIVE RESISTANCE INSTANT
Ultimate module Lucky Shot Experiment: Gems 1 Stack (9 grids) Provides a small chance to multiply your damage by [multiplier] on an attack. CHANCE DAMAGE
Defensive module Phasing Experiment: Gems 5 Stacks (45 grids) A slight modification to the tower's shield that allows it to completly block every few attacks. Only works as long as the tower's shieldpoints are above 0. REACTIVE BLOCK
Defensive module Generic Resistance Experiment: Exotic 1 Fabric of reality Reduces any incoming damage by a percentage based amount. RESISTANCE
Ultimate module Division Shield Experiment: Exotic 1000 Fabrics of reality Divides incoming damage by a fixed amount. Affects all damage types. REACTIVE RESISTANCE

Arcade

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Offensive module Death Wish Arcade: Lucky Wheel Increases outgoing damage by a certain % and incoming damage by half of that amount. DAMAGE WEAKEN
Offensive module Desperado Yes Arcade: Lucky Wheel Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times. DAMAGE NEUTRAL AREA INSTANT
Defensive module Strike Back Arcade: Lucky Wheel Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%. REACTIVE BUFF ATTACKSPEED
Utility module Energy Recycling Arcade: Lucky Wheel Reduces the energy cost of all modules that require energy. COST ENERGY Tier 1: -5%
Tier 2: -8%
Tier 3: -17%
Tier 4: -28%
Tier 5: -40%
Tier 6+: -(40 + tier/25)%
Offensive module Redirect Yes Arcade: Lucky Wheel Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time. BUFF ELECTRICITY INSTANT
Defensive module Refined Armor Arcade: Lucky Wheel Multiplies each armor type of the tower by a constant value. ARMOR NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT
Ultimate module Power of the Cat Arcade: Jumble Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in form of a buff / status effect. REACTIVE BLOCK
Offensive module Fracture Yes Arcade: Jumble Temporarily subtracts 500% of the tower's resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor. BUFF RESISTANCE DAMAGE INSTANT
Utility module Neutral Response Yes Arcade: Jumble Turns all non-neutral enemies on the map into neutral typed enemies. NEUTRAL INSTANT
Ultimate module Void Yes Arcade: Jumble Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it. Units that become neutral inside the void will not be affected. AREA NEUTRAL GROUND
Special module Reboot Yes Arcade: Jumble Sets the current hitpoints of the tower to exactly 1. HEALTH INSTANT N/A
Special module Rak's Curse Yes Arcade: Adventure Hint:[̴̛̤̠0̶̮͚̚]̶̡͙̉
On activation there is a 0.1% chance to permanently buff the Tower's max health, energy regeneration and spell cooldown. 99.8% that nothing happens.0.1% chance to meltdown and destroy the Tower.Rak created this curse with the power of lost savegames.Note: The buff lasts until the round ends. COMMUNITY HEALTH REGENERATION BUFF CHANCE INSTANT N/A
Offensive module Immolation Toggle Arcade: Perfect Space Beat Perfect Space with Railgun Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers. FIRE DAMAGE INSTANT TOGGLE
Defensive module Aura Enhancement Yes Arcade: Perfect Space Beat Perfect Space with Rocket Launcher Increases the radius of all aura modules for [duration] seconds. Every module with "aura" in its name is considered an aura. AURA BUFF INSTANT
Utility module Tactical Maneuver Yes Arcade: Perfect Space Beat Perfect Space with Double Cannon Reduces the energy cost of active offensive and defensive modules by [reduction] for a certain amount of time. COST BUFF INSTANT
Defensive module Defense Overload Arcade: Perfect Space Beat Perfect Space with Drones Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times. BUFF RESISTANCE SHIELD
Utility module Cooling Cell Yes Arcade: Perfect Space Beat Perfect Space with Gatling Gun Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus. COOLDOWN INSTANT
Special module Borf Arcade: Perfect Space Beat Perfect Space with Gauss Cannon Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%. COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN N/A
Legendary module Daigoparry Arcade: Secret Secret:

Parry the next 15 hits that would kill you. REACTIVE BLOCK

Mine

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Utility module Awareness Yes Mine: Second Floor Random 1% [1] Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame xp, not town xp.) XP BUFF INSTANT
Ultimate module Radar Yes Mine: Second Floor Random 0.5% [1] Doubles the tower's attack range for a certain amount of time. RANGE BUFF INSTANT
Defensive module 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. DEBUFF NEUTRAL UNIVERSAL AURA
Defensive module 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. STUN DEBUFF INSTANT

Challenges

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Offensive module 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. DAMAGE FIRE AREA
Defensive module Stab Prevention Challenge: 1-3 Challenge Completion Provides a chance to block incoming damage from assassins regardless of their elemental type. ASSASSIN REACTIVE BLOCK
Offensive module Planned Strike Challenge: 1-4 Challenge Completion Every [count] attack deals more damage. Switching targets does not reset the counter. DAMAGE
Special module Universal Challenge: 1-5 Challenge Completion Changes the base type of the tower from neutral to universal and therefore applies all default strengths and weaknesses of universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 9
UNIVERSAL ARMOR ELEMENT N/A
Defensive module Forest Gift Challenge: 1-6 Challenge Completion Increases neutral, fire, earth and nature damage while also increasing the resistance against these elements. RESISTANCE NEUTRAL FIRE EARTH NATURE
Utility module Energy Flow Challenge: 2-2 Challenge Completion Reduces the cooldown of active modules. ENERGY COOLDOWN
Offensive module Headhunting Challenge: 2-3 Challenge Completion Increases the damage against non-normal enemy types. Includes archers, assassins, wizards, tanks and bosses. DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK
Defensive module Advanced Heal Yes Challenge: 2-4 Challenge Completion Instantly refills a percentage of the tower's maximum hitpoints. HEALTH INSTANT
Defensive module 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. Affects all enemies on the map. DEBUFF SLOW INSTANT
Defensive module Desert Gift Challenge: 2-6 Challenge Completion Increases neutral, light, fire and earth damage while also increasing the resistance against these elements. RESISTANCE NEUTRAL LIGHT FIRE EARTH
Defensive module Snowstorm Yes Challenge: 3-2 Challenge Completion Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [damage] of their maximum health as water damage per second. DEBUFF SLOW DAMAGE WATER INSTANT
Ultimate module Mjölnir Challenge: 3-5 Challenge Completion Increases the tower's electricity damage for every ice giant ... erm ... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. ELECTRICITY
Defensive module Winter Gift Challenge: 3-6 Challenge Completion Reduces the total duration of negative buffs. Stuns also count as negative buffs. DEBUFF
Defensive module Aftershock Challenge: 4-3 Challenge Completion Provides a [chance] chance to stun all units in a 10m radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering. DEBUFF STUN
Ultimate module Tremors Yes Challenge: 4-4 Challenge Completion Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1. CHANCE STUN AREA INSTANT
Offensive module Poison Sting Challenge: 4-5 Challenge Completion Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the targets nature resistance. Stacks with itself. Higher stacks decrease nature resistance further. NATURE DAMAGE
Defensive module Underground Gift Challenge: 4-6 Challenge Completion Reduces the duration of stuns inflicted to the owner. STUN
Special module Molten Core Challenge: 5-2 Challenge Completion Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 1
FIRE ARMOR ELEMENT N/A
Defensive module Heatwave Challenge: 5-4 Challenge Completion Provides a [chance] chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire. DEBUFF DAMAGE FIRE
Defensive module Rain of Ashes Yes Challenge: 5-5 Challenge Completion Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a [chance] chance to miss when attacking. DEBUFF ATTACKRANGE INSTANT
Offensive module Volcano Gift Challenge: 5-6 Challenge Completion Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts. DAMAGE FIRE
Defensive module Storm Aura Challenge: 6-2 Challenge Completion Reduces the attack range of nearby non-boss enemies. ATTACKRANGE DEBUFF AURA
Special module Aero Core Challenge: 6-4 Challenge Completion Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 4
AIR ARMOR ELEMENT N/A
Offensive module Stampede Yes Challenge: 6-5 Challenge Completion Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact.Goats might jump over enemies without touching them! DAMAGE AIR GROUND
Offensive module High Mountain Gift Challenge: 6-6 Challenge Completion Increases the area of effect of all active modules by a specific amount. AOE SPELLS
Defensive module Monsoon Aura Challenge: 7-2 Challenge Completion Reduces the maximum hitpoints and attack damage of nearby non-boss enemies. DEBUFF AURA
Defensive module Gaia's Protection Yes Challenge: 7-4 Challenge Completion Reduces the duration of debuffs by 100% for a specific amount of time. BUFF DEBUFF INSTANT
Utility module Return to Monkey Yes Challenge: 7-5 Challenge Completion Temporarily reduces the energy cost of all active ultimate modules. For the duration of this buff the tower changes its base element type to nature.
Type priority: 5
COST BUFF NATURE ELEMENT INSTANT
Utility module Jungle Gift Challenge: 7-6 Challenge Completion Reduces the energy cost of active defensive modules. ENERGY COST DEFENSIVE
Special module Magnetic Core Challenge: 8-4 Challenge Completion Changes the base type of the tower from neutral to electricity and therefore applies all default strengths and weaknesses of electricity to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 8
ELECTRICITY ARMOR ELEMENT N/A
Defensive module Battery Foundation Challenge: 8-5 Challenge Completion A very energetic foundation that provides some hitpoints and multiplies outgoing electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets. HEALTH ELECTRICITY DAMAGE
Offensive module Metallic Ruins Gift Challenge: 8-6 Challenge Completion Slowly increases the electricity damage dealt by the user of this module. Resets when the tower dies or the current round restarts. DAMAGE ELECTRICITY
Utility module Low Tide Challenge: 9-1 Challenge Completion Reduces the cooldown of ultimate modules but in exchange increases the energy cost of all active modules by 10%. ENERGY COST ULTIMATE COOLDOWN
Utility module High Tide Challenge: 9-2 Challenge Completion Reduces the energy cost of all active modules but in exchange increases the cooldown of ultimate active modules by 25%. ENERGY COST ULTIMATE COOLDOWN
Offensive module Shoreline Boost Toggle Challenge: 9-4 Challenge Completion This module has two states:
1) Increases water damage but decreases earth damage
2) Decreases water damage but increases earth damage
WATER EARTH DAMAGE INSTANT TOGGLE
Utility module Beach Gift Challenge: 9-6 Challenge Completion Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave. REGENERATION ENERGY
Defensive module Diver's Shield Challenge: 10-2 Challenge Completion Provides a 25% chance whenever any active module is being used to make the tower immune to water damage for a certain amount of time. INSTANT BUFF BLOCK WATER
Offensive module Aquatic Absorption Challenge: 10-4 Challenge Completion Whenever a water enemy is being destroyed the owner of this module has a (10 + 0.1*(tier - 1))% chance to refill a percentage based amount of their shield. SHIELD CHANCE
Special module Ocean Core Challenge: 10-5 Challenge Completion Changes the base type of the tower from neutral to water and therefore applies all default strengths and weaknesses of water to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 2
WATER ARMOR ELEMENT N/A
Defensive module Ocean Gift Challenge: 10-6 Challenge Completion Multiplies the maximum hitpoints of the tower. HEALTH
Offensive module Neutral Crit Challenge: 11-2 Challenge Completion Provides a chance to multiply your projectile's neutral damage. CHANCE NEUTRAL DAMAGE
Offensive module Anti-Neutral Crit Challenge: 11-2 Challenge Completion Provides a chance to multiply your damage against neutral enemies by min(4, tier-1). CHANCE NEUTRAL DAMAGE
Offensive module Neutral Burst Challenge: 11-4 Challenge Completion Provides the tower a 20% chance to deal additional neutral damage on an attack. DAMAGE NEUTRAL CHANCE
Defensive module Neutral Block Challenge: 11-4 Challenge Completion Provides a chance to fully block incoming neutral damage. CHANCE BLOCK NEUTRAL
Offensive module Neutral Taste Challenge: 11-5 Challenge Completion Deals additional damage of type neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. DAMAGE NEUTRAL
Defensive module Neutral Resistance Challenge: 11-5 Challenge Completion Reduces incoming neutral damage by a percent based amount. RESISTANCE NEUTRAL
Ultimate module Neutral Gift Challenge: 11-6 Challenge Completion Multiplies all outgoing neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor. DAMAGE NEUTRAL
Ultimate module Unholy Cloak Yes Challenge: 12-2 Challenge Completion Surrounds the user with an unholy cloak that turns incoming darkness damage into a heal of the same amount. BUFF BLOCK DARKNESS INSTANT
Ultimate module Grim Reaper Yes Challenge: 12-4 Challenge Completion Provides a 25+((tier-1)/4)% chance to apply a debuff to an enemy. If an enemy already contains the grim reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on darkness or boss enemies. CHANCE AREA GROUND
Special module Soul Core Challenge: 12-5 Challenge Completion Changes the base type of the tower from neutral to darkness and therefore applies all default strengths and weaknesses of darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 7
DARKNESS ARMOR ELEMENT N/A
Utility module Dark Realm Gift Challenge: 12-6 Challenge Completion Reduces the energy cost of active offensive modules. ENERGY COST OFFENSIVE
Ultimate module Sky Blessing Challenge: 13-2 Challenge Completion Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking air or light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second. BUFF BLOCK LIGHT AIR
Special module Angelic Core Challenge: 13-5 Challenge Completion Changes the base type of the tower from neutral to light and therefore applies all default strengths and weaknesses of light to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.
Type priority: 6
LIGHT ARMOR ELEMENT N/A
Utility module Heaven Gift Challenge: 13-6 Challenge Completion Multiplies the max. energy amount of the owner by 1.1tier. Has no effect if the owner has no energy at all. ENERGY
Offensive module Universal Crit Challenge: 14-2 Challenge Completion Provides a chance to multiply your projectile's universal damage. CHANCE UNIVERSAL DAMAGE
Offensive module Anti-Universal Crit Challenge: 14-2 Challenge Completion Provides a chance to multiply your damage against universal enemies by min(4, tier-1). CHANCE UNIVERSAL DAMAGE
Offensive module Universal Burst Challenge: 14-4 Challenge Completion Provides the tower a 20% chance to deal additional universal damage on an attack. DAMAGE UNIVERSAL CHANCE
Defensive module Universal Block Challenge: 14-4 Challenge Completion Provides a chance to fully block incoming universal damage. CHANCE BLOCK UNIVERSAL
Defensive module Universal Resistance Challenge: 14-5 Challenge Completion Reduces incoming universal damage by a percent based amount. RESISTANCE UNIVERSAL
Ultimate module Universe Gift Challenge: 14-6 Challenge Completion Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95. DAMAGE
Utility module Crate of Rex Toggle Challenge: 15-2 Challenge Completion Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around. RESOURCES XP INSTANT TOGGLE
Ultimate module Captain's Reflect Yes Challenge: 15-4 Challenge Completion Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds. REACTIVE INSTANT
Ultimate module Something Yes Challenge: 15-5 Challenge Completion Spawns Something. Anything that touches Something will die. Except for the owner of this module. DEATH GROUND
Legendary module Chaos Gift Challenge: 15-6 Challenge Completion Provides a 1+((tier-1)/4)% chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules. GROUND CHANCE Tier 1+: 0.75% + 0.25 × tier%

Boss Artifacts

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Defensive module Energy Sphere Toggle Boss 1 Artifact: Energy Sphere Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max. energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the Tower. REACTIVE ENERGY INSTANT TOGGLE
Defensive module Metal Plating Boss 2 Artifact: Metal Plating A certain amount of electricity damage is dealt to a random nearby enemy whenever taking electricity damage. This effect triggers before any damage reduction. REACTIVE DAMAGE ELECTRICITY BLOCK
Offensive module Toxic Piranha Ivy Yes Boss 2 Artifact: Vine Monster Spawns a poisonous vine that emits a highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max. hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds. DAMAGE DEBUFF SLOW NATURE GROUND
Offensive module Fire Bomb Yes Boss 3 Artifact: Incendiary Device Place a Bomb that will explode after one second and deal fire damage to enemies in a 12m radius. AREA FIRE DAMAGE GROUND

Other

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Legendary module bluecat's Harmonizer Hint: [8]
Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the tower's max. energy. Modules that cost 0 energy to activate or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower. DAMAGE COOLDOWN COST COMMUNITY
Legendary module Martyrdom Hint 1:
Hint 2:
Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage. REACTIVE DAMAGE FIRE COMMUNITY
Legendary module Space Guns Toggle Hint: [9]
Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon modes have no range limit and projectiles spawned count as regular projectiles.Looking similar to a revolver and a machine pistol, The Space Guns DonnieDoodles 'borrowed' have been converted into a module through sheer determination. COMMUNITY DAMAGE INSTANT TOGGLE
Legendary module Montoya Protocol Hint: [10]
Whenever a Boss-type enemy is killed, the owner has a chance to spawn Wizard-type enemies of the same element at [spawnPoints] (but no fewer than one) of the region's spawn points. Respects 200 as the total unit limit. COMMUNITY BOSS WIZARD REACTIVE CHANCE

Era

Spoilers
This section contains spoilers about Era content.

ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"

Type Name Active Unlock Location How or Base Chance to Unlock Description Tags Tier Upgrade Formula
Ultimate module Bulwark ERA Experiment: Neutral 2% Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000. DAMAGE ARMOR NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT HEALTH
Ultimate module Neutral Amplifier ERA Experiment: Neutral 4% Multiplies outgoing neutral damage as well as the damage dealt against neutral enemies. NEUTRAL
Defensive module Shield Amplifier ERA Experiment: Neutral 6% Multiplies the maximum shieldpoints of the tower by a constant factor. SHIELD
Utility module XP Bonus ERA Experiment: Neutral 3% Increases the amount of experience gained for destroying enemies. XP
Utility module Pressurize ERA Experiment: Neutral 5% Provides a chance to turn destroyed enemies into some gems. GEMS CHANCE
Defensive module Fiery Aura ERA Experiment: Fire 4% Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount. DAMAGE FIRE AURA
Offensive module Solar Strike ERA Experiment: Fire 5% Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a nature element. CHANCE DAMAGE NATURE
Offensive module Ice Breath ERA Experiment: Water 4% 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. CHANCE WATER AREA STUN DEBUFF
Offensive module Frost Splash ERA Experiment: Water 5% Provides a [chance] 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. CHANCE AREA SLOW
Defensive module Tideshift Yes ERA Experiment: Water 2% 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. SLOW DEBUFF INSTANT
Ultimate module Growth ERA Experiment: Nature 3% Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it. HEALTH
Ultimate module Photosynthesis ERA Experiment: Nature 4% Increases the tower's nature damage for every light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. NATURE LIGHT
Ultimate module Stream of Life Yes ERA Experiment: Nature 1% 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 the health regeneration of the tower for the duration of the buff. NATURE DAMAGE BUFF INSTANT
Ultimate module Stoneskin ERA Experiment: Earth 3% Hardens the tower's walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well. STUN REACTIVE
Defensive module Advanced Shield ERA Experiment: Earth 2% Provides the tower with an advanced shield, but disables health regeneration. SHIELD REGENERATION
Offensive module Shockwave Yes ERA Experiment: Earth 4% Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way. STUN DEBUFF DAMAGE EARTH GROUND
Ultimate module Conductor ERA Experiment: Electricity 3% Converts a part of the incoming damage to shield points after a 0.5 sec. delay. The counter shows up as a buff. REACTIVE SHIELD BUFF
Offensive module Relay ERA Experiment: Electricity 2% Provides a chance to hit a maximum of [targets] additional electricity enemies around the tower when attacking an electricity type enemy. AREA CHANCE ELECTRICITY
Ultimate module Hurricane Yes ERA Experiment: Air 2% Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%. RANGE DAMAGE ATTACKSPEED BUFF AIR INSTANT
Defensive module Whirlwind Aura ERA Experiment: Air 3% Slows the attackspeed of nearby enemies. SLOW DEBUFF AURA
Ultimate module Knight's Boost Of Power Toggle ERA Experiment: Air 1% This module increases xp gain and has two states:
1) increase attack speed and decrease range
2) decrease attack speed and increase rangeBy KnightJR
ATTACKSPEED RANGE COMMUNITY XP INSTANT TOGGLE
Offensive module Dark Sacrifice Yes ERA Experiment: Darkness 2% Sacrifices 30% of the tower's current hp and in turn increases its darkness damage multiplicatively by ([sacrificed amount] x (1 + max(0, 0.01*(tier - 5))))^0.2 for a certain amount of time. BUFF DARKNESS INSTANT
Offensive module Google's Influence Yes ERA Experiment: Darkness 1% Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain "spells" (active modules), "passive" (passive area effects) and "auras" (modules with aura in their name). Starts off with "spells".Google_HQ's influence made this module suddenly appear. BUFF AREA AURA COMMUNITY INSTANT
Ultimate module Immortality Shield Yes ERA Experiment: Light 1% Completly nullifies any incoming damage for a certain amount of time. BUFF BLOCK INSTANT
Utility module Refresh Yes ERA Experiment: Light 2% Resets the cooldown of all other modules when used. COOLDOWN INSTANT
Defensive module Magical Protection ERA Experiment: Light 6% Removes a negative buff once in a while. AURA
Defensive module Generic Armor ERA Experiment: Universal 5% Reduces any non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%. ARMOR RANGE
Ultimate module Gravitational Impact ERA Experiment: Universal 2% 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. UNIVERSAL DAMAGE AREA
Ultimate module Unfolding ERA Experiment: Universal 2% Increases the maximum shieldpoints over time additively. That means shieldpoints gained from this module are not factored in into future gains from it. SHIELD
Ultimate module Omniversal Damage ERA Experiment: Universal 1% Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.By your elements combined, I am tower! DAMAGE COMMUNITY
Ultimate module Focused Multishot ERA Experiment: Universal 1% Provides a chance to attack up to 10 units around the primary target. AREA
Ultimate module Super Tower 2 Yes ERA Experiment: Universal 1% Massively boosts the tower's attack speed (+(+100%)) and multiplies its energy regeneration by [energyregeneration]. ATTACKSPEED ENERGY REGENERATION BUFF INSTANT
Utility module Magical Stone Of Floof Yes
Hint: [2]
Increases resources gained from destroyed enemies and from the module transmute.Floof created this module by controlling chaos. RESOURCES COMMUNITY INSTANT
Legendary module Kit's Toolkit Hint: [5]
Increases outgoing projectile damage of any type by a constant factor that gets divided by (5 - 0.012*(tier - 1)) for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider. Additionally the range of aura modules increases by [aura] per module inside your blueprint. DAMAGE AURA COMMUNITY
Defensive module Gnarly Obsidian R05: Volcano Hint: [6]
Passively multiplies fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds. COMMUNITY REACTIVE FIRE ARMOR STUN BLOCK
Legendary module Confusion Field Yes Hint: [7]
All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of [radius] m. AREA CONTROL COMMUNITY GROUND
Ultimate module Dice Of Fate Boss 4 Artifact: Dice of Fate Use the power of the artifact to get a random buff every few seconds. Has a chance to apply a negative buff. BUFF STUN DAMAGE ATTACKSPEED BLOCK REACTIVE HEALTH SHIELD RANGE REGENERATION

Infinity

Spoilers
This section contains spoilers about Infinity content.

All Infinity modules are unlocked on the Infinity Grid, with the only exceptions being Infinity Foundation and Infinity Attack. All infinity modules have only 1 Tier. An additional non-infinity module Onyx's Blessing can also be found on the infinity grid at the location indicated by 3 on the map below. Additionally, the non-infinity modules Nullifying Aura and The Executive are listed in this section due to their placements in this phase of the game. The infinity grid starts in the center with Infinity Foundation (indicated by 14 on the map below), and can be traversed outwards in four directions.

Infinity Grid Map
A B C D E F G H I
1 1 2
2 3 4
3 5 6 7
4 8 9 10
5 11 12 13 14 15 16
6 17 18 19 20 21
7 22 23 24
8 25 26
9 27 28 29
Type Name Max. Tier Active Grid Location Grid Coordinates Unlock Cost Description Tags Upgrade Formula
Ultimate module Super Tower 3 ∞ Yes 1 A1 Offensive Module Fragment 100000

Defensive Module Fragment 40000

Utility Module Fragment 10000

Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100. BUFF SHIELD DAMAGE INFINITY INSTANT
Defensive module Power Conversion ∞ 2 B1 Utility Module Fragment 200000

Ultimate Module Fragment 75000

Every time the tower takes damage a part of its energy refills by converting the impact force into raw power. Only works when shield is active! REACTIVE ENERGY INFINITY
Ultimate module Onyx's Blessing 250 3 A2 Offensive Module Fragment 10000

Defensive Module Fragment 10000

Utility Module Fragment 100000

Ultimate Module Fragment 1000000

Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation. ATTACKSPEED COMMUNITY Tier 1+: 0.16×tier%
Defensive module Quantum Fading ∞ 4 B2 Defensive Module Fragment 50000

Utility Module Fragment 50000

Completly absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality. REACTIVE BUFF BLOCK INFINITY
Ultimate module Eternal Wall ∞ 5 B3 Defensive Module Fragment 500000 Tremendously increases the hitpoints of the tower by raising them to a specific power. HEALTH INFINITY
Offensive module Infinity Burst ∞ 8 B4 Offensive Module Fragment 12500

Defensive Module Fragment 12500

Utility Module Fragment 1000

Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present). DAMAGE CHANCE INFINITY HP and Shield /(2+(38/99)×level)
Offensive module Quantum Speed ∞ 11 B5 Offensive Module Fragment 100000

Defensive Module Fragment 20000

Ultimate Module Fragment 2500

Provides the tower with the ability to reach a much higher attack speed. INFINITY ATTACKSPEED
Offensive module Storm Synergy ∞ 12 C5 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total air damage multiplier with the total water damage multiplier raised to a certain power. Does the same thing vice versa. INFINITY DAMAGE WATER AIR
Offensive module Infinity Splash ∞ 9 D4 Offensive Module Fragment 2500

Utility Module Fragment 1000

Ultimate Module Fragment 1000

Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage. INFINITY AREA CHANCE DAMAGE NEUTRAL (1+0.09×level)% of primary damage
Special module Infinity Shield ∞ 13 D5 Defensive Module Fragment 50 Reverts the shield debuff from Infinity Foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if Infinity Foundation is equipped. SHIELD HEALTH INFINITY N/A
Special module Infinity Foundation ∞ 14 E5 N/A, Unlocked at Infinity 1 Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x0.8. REGENERATION ENERGY SHIELD INFINITY N/A
Offensive module Infinity Attack ∞ 15 F5 N/A, Unlocked at Infinity 1 An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance. DAMAGE INFINITY HP / (1.1+(4.9/99999)×level))
Offensive module Infinity Crit ∞ 10 F4 Offensive Module Fragment 1250

Defensive Module Fragment 100

Ultimate Module Fragment 25

Provides a chance to raise an enemies health to the power of 0.9. DAMAGE CHANCE INFINITY (1+(1/111)×level)% chance
Ultimate module Infinity Range ∞ 7 F3 Offensive Module Fragment 5000

Ultimate Module Fragment 250

Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively. RANGE INFINITY
Offensive module Void Synergy ∞ 6 E3 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total light damage multiplier with the total darkness damage multiplier raised to a certain power. Does the same thing vice versa. INFINITY DAMAGE LIGHT DARKNESS
Offensive module Gaia Synergy ∞ 16 G5 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total earth damage multiplier with the total nature damage multiplier raised to a certain power. Does the same thing vice versa. INFINITY DAMAGE NATURE EARTH
Ultimate module Deep Slumber ∞ 18 B6 Offensive Module Fragment 50000

Utility Module Fragment 30000

Ultimate Module Fragment 250000

Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time. STUN CHANCE INFINITY
Offensive module Omega Synergy ∞ 17 A6 Offensive Module Fragment 1000000

Defensive Module Fragment 1000

Utility Module Fragment 1000

Multiplies the total universal damage multiplier with the total neutral damage multiplier raised to a certain power. Does the same thing vice versa. INFINITY DAMAGE NEUTRAL UNIVERSAL
Utility module Condense ∞ 21 F6 Utility Module Fragment 250

Ultimate Module Fragment 50

Provides a small chance to receive an exotic gem from destroying a boss enemy. CHANCE EXOTICS BOSS INFINITY
Offensive module Infinity Impetus ∞ 24 F7 Offensive Module Fragment 750

Defensive Module Fragment 50

Ultimate Module Fragment 100

Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the tower's attackrange as reference. INFINITY DAMAGE (1+0.069×level)% damage / meter
Offensive module Sun Synergy ∞ 23 E7 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total fire damage multiplier with the total electricity damage multiplier raised to a certain power. Does the same thing vice versa. INFINITY DAMAGE FIRE ELECTRICITY
Defensive module Death Aura ∞ 22 D7 Offensive Module Fragment 2000

Defensive Module Fragment 5000

Ultimate Module Fragment 750

Provides a chance for each individual non-boss enemy around the tower to immediately die once every second. DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK DARKNESS AURA INFINITY
Offensive module Universal Infinity ∞ 25 F8 Offensive Module Fragment 3333

Defensive Module Fragment 2222

Utility Module Fragment 1111

Deals universal infinity damage. INFINITY DAMAGE UNIVERSAL 1+(79999/99999)×level
Ultimate module Serious Missile ∞ 26 G8 Offensive Module Fragment 7500

Utility Module Fragment 2000

Ultimate Module Fragment 12500

An incredibly refined module that provides a small chance to instantly destroy a non-boss unit. If the unit has a shield it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds. DAMAGE CHANCE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY
Defensive module Quantum Defense ∞ 27 G9 Defensive Module Fragment 10000

Utility Module Fragment 2500

Ultimate Module Fragment 2000

Reduces incoming damage by an exponential factor but requires energy every time the tower is taking damage. ENERGY REACTIVE RESISTANCE INFINITY
Defensive module Infinity Reflect ∞ 28 H9 Offensive Module Fragment 50000

Defensive Module Fragment 50000

Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant. REACTIVE NEUTRAL DAMAGE INFINITY
Ultimate module Snap of Destiny ∞ Yes 29 I9 Offensive Module Fragment 100000

Defensive Module Fragment 100000

Utility Module Fragment 100000

Erases half of all enemies from the map. DAMAGE AREA INFINITY INSTANT
Special module Infinity Energy ∞ 19 C6 Utility Module Fragment 300 Reverts the energy regeneration debuff from Infinity Foundation but in exchange increases all module cooldowns by 25%. Only works if Infinity Foundation is equipped. ENERGY COOLDOWN INFINITY N/A
Special module Infinity Regeneration ∞ 20 D6 Defensive Module Fragment 125

Utility Module Fragment 50

Reverts the health regeneration debuff from Infinity Foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if Infinity Foundation is equipped. REGENERATION HEALTH INFINITY N/A
Legendary module The Executive 250 Solution:
Increases the amount of module fragments dropped and additionally boosts the transmute bonus from Magical Stone Of Floof by 40*tier% and the resource bonus by 0.2*tier%._eXeCutie obtained this module by climbing the corporate ladder. FRAGMENTS RESOURCES COMMUNITY Tier 1+: 0.2×tier%
Legendary module Nullifying Aura 250 Hint:
Erases part of the debuff resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.A place where effects last longer, discovered by dfirestorm and centered on your tower. DEBUFF AURA COMMUNITY

Undiscovered

Spoilers
This section contains spoilers about undiscovered or hidden modules.

This section contains a list of modules that were added to the game whose exact unlock conditions have not yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.

Type Name Active Unlock Location Unlock Condition Description Tags Tier Upgrade Formula
Legendary module Symbiotic Yes Unknown Step 1 Hint:

Step 2 Hint:

Step 3 Hint:
Swallows the tower in a giant mouth, dividing incoming damage while a spreading pool slows enemies, smaller mouths bite nearby enemies, and tendrils pin down four targets. Lasts [duration] seconds. AREA CONTROL DAMAGE DEBUFF COMMUNITY INSTANT

Module DB

There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.

Trivia

  • Cost of Infinity modules was increased with Trading Post rework, and then changed entirely with the Infinity rework
  • There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
    • The "Nature's Touch" module used to be the only module with punctuation in its name.
  • Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'. This is still reflected in their internal ids.
  • In one of the Beta versions, there was a module named "Test.Hp.Name" that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.
  • In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called "Snap of Destiny" which wasn't properly added into the game until 4 months after.
  • The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).
  • The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for Supporter Modules to be created, exclusive to the Divine Quasar tier, and limited to 1 module per person.
    • These modules have the #COMMUNITY tag.
    • Supporter Modules are made with the ideas from a supporter but they have to be "balanced or balance-able" and "non-game-breaking".
    • As of the current update, v1.0.14, there are 21 Supporter Modules in the game.
    • Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.
    • An Artifact or a second Supporter Module may be created by upgrading to the Pay To Win supporter tier.
  • The Legendary Legendary Module module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.
  • Using the AI to switch between activating and deactivating an active module every frame can be beneficial.
    • Knight's Boost of Power is recommended with this strategy, as it will grant increased attack range as well as increased attack speed within the inner attack range.

Footnotes

  1. Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.
  2. Floof's Secret:
  3. Bude's Secret:
  4. Loso's Secret:
  5. Kit's Secret:
  6. Gnarly Obsidian:
  7. Confusion Field:
  8. Bluecat's Secret:
  9. Space Guns:
  10. Montoya Protocol: