Difference between revisions of "Desert"

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{{Navbox
+
{{Infobox region
| name  = PerfectNavigation
+
|image=Desert.png
| title = The Perfect Tower II
+
|lanes=6
| listclass = hlist
+
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
 +
|easy=781
 +
|medium=18340
 +
|hard=403948
 +
|insane=3.408E+07
 +
|nightmare=2.852E+10
 +
|impossible=5.236E+16
 +
}}
 +
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti.
  
| group1 = Core Game
+
Completing wave 100 in this region unlocks the [[Winter]] region.
| list1 = {{Navbox|child
 
| group1 = Mechanics
 
| list1  =
 
* [[New Round]]
 
* [[Elements]]
 
* [[Modules]]
 
* [[Skills]]
 
* [[Tower Customization]]
 
  
| group2 = [[Regions]]
+
==Challenges==
| list2  =
+
{{See also|Challenge Mode}}
* [[Forest]]
+
{| class="wikitable"
* [[Desert]]
+
!Name!!Enemies!!Goals!!Rules!!Rewards
* [[Winter]]
+
|-
* [[Underground]]
+
!Level #1
* [[Volcano]]
+
| style="text-align: center;" |{{Element|Light}}
* [[High Mountain]]
+
|Reach wave 250
* [[Jungle]]
+
|{{collapsible|width=400|Rules|
* [[Metallic Ruins]]
+
* Max. 10 modules in total
* [[Beach]]
+
* Max 2 offensive modules
* [[Ocean]]
+
* Modules have to be maxed T1 or above
* [[Neutral]]
+
* Modules will be set to maxed T1
* [[Dark Realm]]
+
* Modules start at Level 0
* [[Heaven]]
+
* Utility modules keep their original tier and level
* [[Universe]]
+
* Enemies don't drop XP}}
* [[Chaos]]
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| +1 exotic gem per
}}
+
completed challenge
| group2 = [[Town]]
+
|-
| list2 = {{Navbox|child
+
!Level #2
| group1 = Buildings
+
| style="text-align: center;" |{{Element|Nature}} {{Element|Air}}
| list1  =
+
|Reach wave 175
* [[Power Plant]]
+
|{{collapsible|width=400|Rules|
* [[Mine]]
+
* Max 8 offensive modules
* [[Factory]]
+
* No defensive modules
* [[Headquaters]]
+
* No utility modules
* [[Arcade]]
+
* No ultimate modules
* [[Laboratory]]
+
* Modules have to be maxed T2 or above
* [[Shipyard]]
+
* Modules will be set to maxed T2}}
* [[Trading Post]]
+
|{{Module|Utility|size=30px}} '''Energy Flow'''
* [[Workshop]]
+
|-
* [[Museum]]
+
!Level #3
* [[Construction Firm]]
+
| style="text-align: center;" |{{Element|Electricity}}
* [[Statue of Cubos]]
+
|Reach wave 300
| group2 = Prestige
+
|{{collapsible|width=400|Rules|
| list2 = [[Headquaters#Military|Military]]
+
* Max. 6 modules in total
}}
+
* Max 3 defensive modules
 +
* No ultimate modules
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2}}
 +
|{{Module|Offensive|size=30px}} '''Headhunting'''
 +
|-
 +
!Level #4
 +
| style="text-align: center;" |{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
 +
|Reach wave 400
 +
|{{collapsible|width=400|Rules|
 +
* Max. 6 modules in total
 +
* Modules have to be maxed T3 or above
 +
* Modules will be set to maxed T3}}
 +
|{{Module|Defensive|size=30px}} '''Advanced Heal'''
 +
|-
 +
!Level #5
 +
| style="text-align: center;" |{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}
 +
|Reach wave 150
 +
|{{collapsible|width=400|Rules|
 +
* Max. 8 modules in total
 +
* Max 2 offensive modules
 +
* Max 2 defensive modules
 +
* Max 2 utility modules
 +
* Max 2 ultimate modules
 +
* Modules have to be maxed T4 or above
 +
* Modules will be set to maxed T4}}
 +
|{{Module|Defensive|size=30px}} '''Sandstorm'''
 +
|-
 +
!Level #6
 +
| style="text-align: center;" |{{Element|Light}} {{Element|Nature}}
 +
|Reach wave 25
 +
|{{collapsible|width=400|Rules|
 +
* Max. 12 modules in total
 +
* Max 1 offensive modules
 +
* No defensive modules
 +
* Modules have to be maxed T5 or above
 +
* Modules will be set to maxed T5
 +
* Enemies have only 0.1% of their original health
 +
* Enemy damage is multiplied by 100}}
 +
|{{Module|Defensive|size=30px}} '''Desert Gift'''
 +
|}
  
 +
==Modules==
 +
{{See also|Modules}}
  
}}
+
{| class="wikitable sortable"
 +
!Type!!Name!!Unlock Condition
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Simple Heal'''||Wave 1
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''Energy'''||Wave 1
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''Energy Regeneration'''||Wave 1
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Granite Foundation'''||Wave 10
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Attack'''||Random 5%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Attack'''||Random 5%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Attack'''||Random 5%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Burst'''||Random 2%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Burst'''||Random 2%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Burst'''||Random 2%
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Light Resistance'''||Random 5%
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Resistance'''||Random 5%
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Resistance'''||Random 5%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>
 +
|'''Light / Air/ Electricity / Fire Crit'''
 +
|Random 1%
 +
|}
 +
 
 +
==Town Assets==
 +
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:
 +
 
 +
:[[File:Cactus town asset.png|40px|Cactus]] Cactus
 +
:[[File:Bones town asset.png|40px|Bones]] Bones
 +
:[[File:Sandstone town asset.png|40px|Sandstone]] Sand rock 3
 +
 
 +
{{PerfectNavigation}}

Latest revision as of 23:58, 23 August 2023

Desert
Desert
Lanes 6
Enemies
Neutral element Light element Fire element Earth element
Difficulties
Easy 781%
Medium 18,340%
Hard 403,948%
Insane 34.08 M% (3.408e7%)
Nightmare 28.52 B% (2.852e10%)
Impossible 52.36 Qa% (5.236e16%)

The Desert is the second region in the game, unlocked after completing wave 100 on Forest. The Desert features a sandy wasteland filled with fossils and cacti.

Completing wave 100 in this region unlocks the Winter region.

Challenges

See also: Challenge Mode
Name Enemies Goals Rules Rewards
Level #1 Light element Reach wave 250
Rules
  • Max. 10 modules in total
  • Max 2 offensive modules
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Modules start at Level 0
  • Utility modules keep their original tier and level
  • Enemies don't drop XP
+1 exotic gem per

completed challenge

Level #2 Nature element Air element Reach wave 175
Rules
  • Max 8 offensive modules
  • No defensive modules
  • No utility modules
  • No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
Utility Module Energy Flow
Level #3 Electricity element Reach wave 300
Rules
  • Max. 6 modules in total
  • Max 3 defensive modules
  • No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
Offensive Module Headhunting
Level #4 Neutral element Light element Fire element Earth element Reach wave 400
Rules
  • Max. 6 modules in total
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
Defensive Module Advanced Heal
Level #5 Neutral element Fire element Air element Universal element Reach wave 150
Rules
  • Max. 8 modules in total
  • Max 2 offensive modules
  • Max 2 defensive modules
  • Max 2 utility modules
  • Max 2 ultimate modules
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
Defensive Module Sandstorm
Level #6 Light element Nature element Reach wave 25
Rules
  • Max. 12 modules in total
  • Max 1 offensive modules
  • No defensive modules
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies have only 0.1% of their original health
  • Enemy damage is multiplied by 100
Defensive Module Desert Gift

Modules

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

Town Assets

The following town assets are unlocked after completing wave 100:

Cactus Cactus
Bones Bones
Sandstone Sand rock 3