Difference between revisions of "Infinity"

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=Early Infinity=
 
=Early Infinity=
  
Upon entering Infinity phase, you gain access to another tab in the second floor of the Workshop. A new section on the left has been unlocked here called [[Modules#Infinity|Infinity Modules]]. Buying all of these new modules is your first goal in the Infinity phase. You can obtain them all pretty easily if you focus on farming late Era waves, even on Forest/Easy.
+
Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new [[Modules]] that are vital to progression in Infinity phase, ''Infinity Foundation'' and ''Infinity Attack''. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.
  
==Era 1 Completion==
+
==Infinity Enemies & Module Fragments==
 +
[[File:Infinityanalysis.png|200px|thumb|The Analysis tab shows information about the new Infinity enemies.]]
 +
[[File:Modulefragments.png|200px|thumb|The 4 types of module fragments.]]
 +
For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering ''100QiD (1e50)'' resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get '''dramatically''' increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as '''mimicking''' your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to ''1+Log10(Current Infinity)'', meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: '''Module Fragments'''. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.
  
For a reliable income at this point, you should play the map Neutral/Nightmare (R11) at Wave 90B Era 90B. You can achieve this by playing the map on Endless, unlocking Infinity 1, then restarting with Critical Wavejump active and disabling software at the required Wave and Era. When your modules are sufficiently powered up, you should focus on reaching Era 1 on every region and difficulty to strengthen the Wave Marathon and Wave Horizon software. This is quite a task to take on but once you get rolling, it gets faster and faster. The first 30/90 completions are quite a grind but since the Wave Acceleration Factor increases you get from Wave Horizon are multiplicative, it gets exponentially faster, the closer you get to completing all 90/90 modes. This means completing every difficulty in every region. Since [[Military Tier]] 13 & 14 do not unlock any software that helps you reach Era 1 faster, this is a really important step to take. Reaching Infinity 1 takes many hours each and taking care of this early will help with all your future goals. Once you reach Era 1 on all 90/90 modes, move on to the next section to do the same for Infinity 1.
+
Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:
  
==Infinity 1 Completion==
+
*'''Don't overthink things.''' Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not ''immune'' to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.
 +
*'''Try to limit your module usage.''' Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.
 +
*'''Don't be afraid to be creative.''' Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.
 +
*And finally, '''Remember it is okay if you are constantly dying at the beginning.''' Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official [https://discord.gg/fireswordstudios Discord] Server. People are very much willing to help you if you need it.
  
You should now be capable of reaching Infinity 1 on any map easily and raising your [[Military Tier]]. You do not need to max out the Era HP divider to Infinity anymore but you will still need to max out the Era DMG divider. First complete R1 to R3 on Easy to reach MT13, then complete R4 to R9 and R11 on Easy to reach MT14. At this point you have to do similar grinding like the previous section, for reaching Infinity 1 on all 90/90 modes. This powers up your new software Wave Floor, Era Floor and Era Horizon which are unlocked at MT14. If you are wanting to push your economy further when you get to MT14, you should attempt to reach Infinity 1 on Chaos/Impossible (R15). If you cannot survive up to Wave 90B Era 90B, keep farming Neutral/Nightmare.
+
{| class="wikitable mw-collapsible mw-collapsed style=" text-align:center; background-color:#fff"
 +
|+ style="white-space:nowrap;text-align:left;" |Chart of bonuses enemies get with higher difficulties
 +
! width="200px" |<big>Element</big>
 +
! width="200px" |<big>Medium</big>
 +
! width="200px" |<big>Hard</big>
 +
! width="200px" |<big>Insane</big>
 +
! width="200px" |<big>Nightmare</big>
 +
! width="200px" |<big>Impossible</big>
 +
|-
 +
! class="nowrap" |<big><big>Neutral</big></big><br>{{Element|Neutral|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
  
Surviving Era DMG Red Skull: Make a build comprising of as many block and attack slowing modules and as you can fit, blocks deny 100% of damage so it makes the Era DMG multiplier not affect you. While the Era DMG has a red skull, your percent resistances do nothing (with the exception of Temporal Barrier). You should not need Infinity Foundation because you're facing Era enemies.
+
<code>None</code>
  
Penetrating Era HP Red Skull: There are many Infinity modules that do instant kills or Infinity damage which bypasses the Era HP multiplier. The best of which is Infinity Splash (see next section).
+
'''Energy Regen.:'''
  
==Infinity Enemies & Modules==
+
<code>None</code>
  
For this section we should understand some new terminology. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all enemies become basically immune to Era damage and also deal Infinity damage. Therefore you will need to use Infinity modules to survive and kill enemies in Infinity 1 and onwards. When using modules to deal Infinity damage, you can ignore the Era HP multiplier and not purchase any Era HP dividers. Enemies get increased stats for each Infinity wave, unlike Era waves and scale with the following formula; ''Base * (Infinity Wave + 1)''. For example; Infinity 1 enemies have 2x the stats of Era enemies. Infinity 9 enemies have 10x the stats of Era enemies.
+
'''Shield:'''
  
'''Infinity Foundation''': Makes it so Infinity damage doesn't instantly kill you. It also lowers your health, shield and regeneration.
+
<code>None</code>
  
'''Infinity Shield''': If you are using a shield module, this module will revert part of the nerf from Infinity Foundation.
+
'''Module CD:'''
  
'''Infinity Attack''': The damage on this module is so awful that it will quickly become useless with Wave Streaming enabled. Avoid using this.
+
<code>None</code>
  
'''Infinity Splash''': This module deals 30% of your Era damage as Infinity damage and converts it to Neutral. This is the only good source of Infinity damage early on, so you'll want to maximize your Neutral boost in the [[Museum]] to make the most of this module. ''Note that adding this module will bypass the Era HP multiplier.''
+
'''Debuff Res.:'''
  
==Blueprints==
+
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
  
''Recommended Build and AI''
+
<code>None</code>
<spoiler>
 
'''This is a blueprint originally made by @Connecting on the fire sword studios discord, and modified by @coco to be more efficient. Works with t32-42 mods, and recommended disable order is electric>universal>darkness>light>water(disable era dmg shield after the 1st disable, then move down the order normally). DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.'''
 
  
<p style="overflow-x:scroll">
+
'''Energy Regen.:'''
<code>ZG9kZ2Vjb2luIHN1cHJlbWUgdjI7ZW5lcmd5LnJlZ2VuZXJhdGlvbjtlbmVyZ3kuYmFzaWM7eHAuYm9udXM7Ym9udXMuY29uZGVuc2U7ZW5lcmd5LnJlY3ljbGluZztlbmVyZ3kuc3VuO3NwZWxsLnJlZnJlc2g7ZW5lcmd5LmZsb3c7YXR0YWNrLnNwZWVkO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLmJvdW5jZTthdHRhY2suYm91bmNlLnBob2VuaXg7YXR0YWNrLmJvdW5jZS5nYWlhO2VsZWN0cmljaXR5LnJlbGF5O3NwbGFzaC5haXI7YXR0YWNrLnJhcGlkZmlyZTtpbmZpbml0eS5hdHRhY2suc3BlZWQ7aW5maW5pdHkuc3BsYXNoO3NhY3JpZmljZS5kYXJrO3NwZWxsLm11bHRpc2hvdDthdHRhY2suYmFzaDthdHRhY2suc3Bhcms7YmxvY2suZWFydGg7YmxvY2suZmlyZTtibG9jay53YXRlcjtibG9jay5haXI7YmxvY2submF0dXJlO2Jsb2NrLmxpZ2h0O2Jsb2NrLmRhcmtuZXNzO2Jsb2NrLmVsZWN0cmljaXR5O2F1cmEuZnJvc3Q7c2hpZWxkLmZyb3N0O2RlZmVuc2UuZGFpZ29wYXJyeTthdXJhLmRlYXRoO2V2YXNpb24uYmFzaWM7ZGVmZW5zZS5kZWZpYW5jZTtkZWZlbnNlLnNoZWx0ZXI7ZGVmZW5zZS5zdHJpa2ViYWNrO2JhcnJpZXIudGVtcG9yYWw7c2hpZWxkLmFkdmFuY2VkO2Fpci5odXJyaWNhbmU7dG93ZXIuc3VwZXIuMzt0b3dlci5zdXBlci4yO3Rvd2VyLnN1cGVyLjE7bXVsdGlzaG90LmZvY3VzZWQ7ZGVmZW5zZS5zdG9uZXNraW47c2hpZWxkLnVuaXZlcnNhbDttaXNzaWxlLnNlcmlvdXM7aW5maW5pdHkucmFuZ2U7ZGVmZW5zZS5idWx3YXJrO2FtcGxpZmllci5uZXV0cmFs</code></p>
 
  
'''AI that limits d sac uses+cycles temp hull/barrier, and cycles the super tower modules. REQUIRES NECRONOMICON (artifact from boss 4).'''
+
<code>None</code>
 
<p style="overflow-x:scroll"><code>GGRhcmsgc2FjICsgcmVmcmVzaCBjeWNsZQEAAAAFa2V5LjIAAAAAEQAAABFnZW5lcmljLndhaXR1bnRpbBFjb21wYXJpc29uLmRvdWJsZQx0b3dlci5oZWFsdGgIY29uc3RhbnQBAAhjb25zdGFudAQCIT0IY29uc3RhbnQDAAAAAAAAAAAOZ2VuZXJpYy5nb3RvaWYIY29uc3RhbnQCBAAAABFjb21wYXJpc29uLmRvdWJsZQx0b3dlci5oZWFsdGgIY29uc3RhbnQBAQhjb25zdGFudAQCPD0IY29uc3RhbnQDUrgehetR4D8XdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCAQAAAA5nZW5lcmljLmdvdG9pZghjb25zdGFudAIPAAAAEWNvbXBhcmlzb24uZG91YmxlDHRvd2VyLmVuZXJneQhjb25zdGFudAEBCGNvbnN0YW50BAI8PQhjb25zdGFudANmZmZmZmbmPxd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAIDAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgYAAAAXdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCBwAAABd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAIIAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgIAAAAXdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCBQAAAA5nZW5lcmljLmdvdG9pZghjb25zdGFudAIQAAAAEWNvbXBhcmlzb24uZG91YmxlFXRvd2VyLm1vZHVsZS5jb29sZG93bghjb25zdGFudAIHAAAACGNvbnN0YW50BAE8CGNvbnN0YW50AwAAAAAAgFZAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgkAAAAXdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCCgAAABd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAILAAAADGdlbmVyaWMuZ290bwhjb25zdGFudAIBAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgQAAAAMZ2VuZXJpYy5nb3RvCGNvbnN0YW50AgEAAAA=</code></p>
 
</spoiler>
 
  
=Late Infinity=
+
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
|-
 +
! class="nowrap" |<big><big>Fire</big></big><br>{{Element|Fire|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(75*Inf.)^1.5</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt3.png||30px]] <code>(20*Inf.)^2.25</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt3.png||30px]] <code>-90%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||20px]] <code>10%</code>
 +
|-
 +
! class="nowrap" |<big><big>Water</big></big><br>{{Element|Water|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
|-
 +
! class="nowrap" |<big><big>Earth</big></big><br>{{Element|Earth|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt3.png||30px]] <code>2%</code>
 +
|-
 +
! class="nowrap" |<big><big>Air</big></big><br>{{Element|Air|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
|-
 +
! class="nowrap" |<big><big>Nature</big></big><br>{{Element|Nature|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
|-
 +
! class="nowrap" |<big><big>Light</big></big><br>{{Element|Light|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt3.png||30px]] <code>(HP*1000)^1.2</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
|-
 +
! class="nowrap" |<big><big>Darkness</big></big><br>{{Element|Darkness|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
|-
 +
! class="nowrap" |<big><big>Electricity</big></big><br>{{Element|Electricity|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(75*Inf.)^1.5</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>-25%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
<code>None</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(75*Inf.)^1.5</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
 +
 
 +
'''Shield:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt3.png||30px]] <code>(200*Inf.)^2.25</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt3.png||30px]] <code>(20*Inf.)^2.25</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
|-
 +
! class="nowrap" |<big><big>Universal</big></big><br>{{Element|Universal|size=80px}}
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>50%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
<code>None</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(10*Inf.)^1.2</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(HP*10)^1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
 +
 
 +
'''Debuff Res.:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>10%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(75*Inf.)^1.5</code>
 +
 
 +
'''Energy Regen.:'''
 +
 
 +
[[File:Infenemyt1.png||20px]] <code>(1*Inf.)^1.2</code>
 +
 
 +
'''Shield:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>(HP*125)^1.1</code>
 +
 
 +
'''Module CD:'''
 +
 
 +
[[File:Infenemyt2.png||25px]] <code>-60%</code>
  
After you reach Infinity 1 on all maps (90/90), you should push to high Infinity. Infinity 1M is enough for your Infinity Stones to have a decent charge speed. To do that you need to increase your Wave Acceleration Factor for a few hours (based on your goal), then you push up through Infinity waves.
+
'''Debuff Res.:'''
  
An infinity calculator made by Nesslow: https://tpt2-nesslow.netlify.app/inf_estimate_calc%20(wip)/infcalc
+
[[File:Infenemyt3.png||30px]] <code>2%</code>
 +
! style="background-color:#f8f9fa" |
 +
'''Energy:'''
  
==Infinity Stones==
+
[[File:Infenemyt2.png||25px]] <code>(75*Inf.)^1.5</code>
  
The Infinity Stones are a set of extremely powerful items that provide game-changing effects, and are the main focus of this phase. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be so large it is essentially impossible. However, these progress bars can be sped up in two ways: Increasing your infinity high scores for the provided regions, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.
+
'''Energy Regen.:'''
  
==Collecting and Unlocking Stones==
+
[[File:Infenemyt2.png||25px]] <code>(2.5*Inf.)^1.5</code>
  
With the exception of Neutral being unlocked at 1m era, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself.
+
'''Shield:'''
{{collapsible
 
|Locations to find Infinity Stones
 
|
 
Earth: Underground
 
  
Fire: Volcano
+
[[File:Infenemyt3.png||30px]] <code>(HP*1000)^1.2</code>
  
Air: High Mountain
+
'''Module CD:'''
  
Nature: Jungle
+
[[File:Infenemyt2.png||25px]] <code>-60%</code>
  
Electric: Metallic Ruins
+
'''Debuff Res.:'''
  
Water: Ocean
+
[[File:Infenemyt3.png||30px]] <code>2%</code>
 +
|}
  
Darkness: Dark Realm
+
==Infinity Grid==
 +
{{See also|Modules#Infinity}}
  
Light: Heaven
+
[[File:Infinitygridsection.png|200px|thumb|The starting section of the Infinity Grid.]]
  
Universal: Universe
+
The Infinity Grid is where you unlock new Infinity Tier modules. Aside from ''Infinity Foundation'' and ''Infinity Attack'', which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.
}}
 
  
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.
+
==Anvil==
  
 +
The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. '''Note: Locked bonuses will remain even if the node moves outside the circle afterwards.'''
 +
[[File:Anvil.png|300px|thumb|The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.]]
 +
There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.
 
{{collapsible
 
{{collapsible
|Unique Condition to Unlock Infinity Stones
+
|Offensive Bonuses
 
|
 
|
Neutral:
+
* Damage Factor (Neutral)
 +
* Damage Factor (Fire)
 +
* Damage Factor (Water)
 +
* Damage Factor (Earth)
 +
* Damage Factor (Air)
 +
* Damage Factor (Nature)
 +
* Damage Factor (Light)
 +
* Damage Factor (Darkness)
 +
* Damage Factor (Electricity)
 +
* Damage Factor (Universal)
 +
}}
 
{{collapsible
 
{{collapsible
|Condition
+
|Defensive Bonuses
 
|
 
|
1000 or greater % Neutral boost in the Museum
+
* Resistance (vs. Neutral)
 +
* Resistance (vs. Fire)
 +
* Resistance (vs. Water)
 +
* Resistance (vs. Earth)
 +
* Resistance (vs. Air)
 +
* Resistance (vs. Nature)
 +
* Resistance (vs. Light)
 +
* Resistance (vs. Darkness)
 +
* Resistance (vs. Electricity)
 +
* Resistance (vs. Universal)
 +
* Max. Health (Tower)
 +
* Max. Shield (Tower)
 
}}
 
}}
Earth:
 
 
{{collapsible
 
{{collapsible
|Condition
+
|Utility Bonuses
 
|
 
|
100k depth or greater in the Mine
+
* Resource Drops (Enemies)
 +
* Cooldown (Active Modules)
 +
* Tower Testing XP Factor
 +
* Town XP Factor
 
}}
 
}}
Fire:
 
 
{{collapsible
 
{{collapsible
|Condition
+
|Ultimate Bonuses
 
|
 
|
T8 Boiler or Higher obtained in Factory
+
* Damage Factor (Tower)
 +
* Basic Resistance (Tower)
 +
* Attack Range (Tower)
 
}}
 
}}
Air:  
+
 
 +
==Progressing==
 +
 
 +
Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before.
 +
 
 +
=Late Infinity=
 +
 
 +
Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.
 +
 
 +
==Infinity Stones==
 +
 
 +
The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be quite long, though doable if you work towards it. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.
 +
 
 +
==Collecting and Unlocking Stones==
 +
 
 +
With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See [[Regions]] for more information.
 
{{collapsible
 
{{collapsible
|Condition
+
|Locations to find Infinity Stones
 
|
 
|
1e10 or more Crates in the Trading Post
+
* Earth: Underground (R4)
 +
* Fire: Volcano (R5)
 +
* Air: High Mountain (R6)
 +
* Nature: Jungle (R7)
 +
* Electric: Metallic Ruins (R8)
 +
* Water: Ocean (R10)
 +
* Darkness: Dark Realm (R12)
 +
* Light: Heaven (R13)
 +
* Universal: Universe (R14)
 
}}
 
}}
Nature:
+
 
 +
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 250 essence in the 3rd tab of the Era Workshop.
 +
 
 
{{collapsible
 
{{collapsible
|Condition
+
|Unique Condition to Unlock Infinity Stones
 
|
 
|
100 or Greater total Beacon tier in the Construction Firm
+
{{collapsible
 +
| Neutral
 +
| 1000 or greater % Neutral boost in the Museum
 +
}}
 +
{{collapsible
 +
| Earth
 +
| 100k depth or greater in the Mine
 +
}}
 +
{{collapsible
 +
| Fire
 +
| T8 Boiler or Higher obtained in Factory
 +
}}
 +
{{collapsible
 +
| Air
 +
| 1e10 or more Crates in the Trading Post
 
}}
 
}}
Electric:
 
 
{{collapsible
 
{{collapsible
|Condition
+
| Nature
|
+
| 100 or Greater total Beacon tier in the Construction Firm
100M or more Maximum Power in Power Plant
+
}}
 +
{{collapsible
 +
| Electric
 +
| 100M or more Maximum Power in Power Plant
 
}}
 
}}
Water:
 
 
{{collapsible
 
{{collapsible
|Condition
+
| Water
|
+
| 100 or more Shipments made in the Shipyard
100 or more Shipments made in the Shipyard
 
 
}}
 
}}
Darkness:
 
 
{{collapsible
 
{{collapsible
|Condition
+
| Darkness
|
+
| 12 or more Maximized servers in the Headquarters
12 or more Maximized servers in the Headquarters
 
 
}}
 
}}
Light:
 
 
{{collapsible
 
{{collapsible
|Condition
+
| Light
|
+
| 1000 or more Arcade Coins in the Arcade
500 or more Arcade Coins in the Arcade
 
 
}}
 
}}
Universal:
 
 
{{collapsible
 
{{collapsible
|Condition
+
| Universal
|
+
| 1 Tier 3 boss or 2 Tier 2 bosses defeated in Statue of Cubos
Tier 3 Cylindro defeated in Statue of Cubos
 
 
}}
 
}}
 
}}
 
}}
  
 
==Charging Stones==
 
==Charging Stones==
To charge a stone you will need to get a base value of 1 trillion (1e12) elemental energy, which can be reduced by purchasing the "Charge Required" exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, each time it fills you will get an amount of elemental energy which can be boosted by the bottom bar (production), the time it takes to charge can be reduced by the middle bar (speed)
 
 
the base time it takes for a bar to fill is equal to 8760 hours/sum of all your infinity highscores on the specific region for that bar, region depends on the stone and the bar
 
 
 
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]
 
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]
 +
[[File:Stone Charge Menu.png|200px|thumb|This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.]]
 +
[[File:Infstonepower.png|200px|thumb|The formulas for increased Infinity Power on higher difficulties.]]
 +
To charge a stone you will need to get a base value of 200 elemental energy, which can be reduced by purchasing the "Charge Required" exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, whose speed and production can be boosted by the middle bar (speed) and bottom bar (production), respectively. The base time it takes for a bar to fill up is equal to ~33 hours divided by the Infinity Power of the specific region that specific bar is based on. '''Higher Difficulties give slightly more Infinity Power per Infinity'<nowiki/>'', but also feature ''dramatically increased enemy stat scaling per infinity''', it's best to do all the difficulties in a region.
  
There are 6 exotic refinements:
+
There are 7 exotic refinements:
 
{{collapsible
 
{{collapsible
 
|Exotic Refinements
 
|Exotic Refinements
 
|
 
|
Charge Required - Reduces the amount of elemental energy needed to fully charge the stone
+
* Charge Required - Reduces the amount of energy needed to fully charge the stone
 +
* Speed Bonus - Increases the amount of speed that is gained per bar completion
 +
* Production Bonus - Increases the amount of energy that is gained per bar completion
 +
* Charge Duration - Decreases the time it takes for the charge bar to fill
 +
* Speed Tick Duration - Decreases the time it takes for the speed bar to fill
 +
* Production Tick Duration - Decreases the time it takes for the production bar to fill
 +
* Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar
 +
}}
 +
 
 +
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Maxing out every exotic refinement for a single stone costs as follows:
 +
 
 +
- Charge Required - 150 upgrades, 2.121e11 (212092251364) total cost.
 +
 
 +
- Speed Bonus / Tick - 90 upgrades, 4.153e10 (41531317811) total cost.
 +
 
 +
- Production Bonus / Tick - 150 upgrades, 6.787e10 (67869520388) total cost.
 +
 
 +
- Charge Duration - 100 upgrades, 3.624e11 (362415128196) total cost.
  
Speed Bonus - Increases the amount of speed that is gained per bar completion
+
- Speed Tick Duration - 100 upgrades, 5.891e11 (589091215666) total cost.
  
Production Bonus - Increases the amount of energy that is gained per bar completion
+
- Production Tick Duration - 100 upgrades, 1.964e11 (196363738521) total cost.
  
Charge Duration - Decreases the time it takes for the charge bar to fill
+
- Extraction / Infinity - 20 upgrades, 1.516e9 (1515824476) total cost.
  
Speed Duration - Decreases the time it takes for the speed bar to fill
+
Total cost for 1 stone: 1.471e12 (1470878996422) exotic gems
  
Production Duration - Decreases the time it takes for the production bar to fill
+
If you’re wondering how to afford all the upgrades, you can '''add Condense to your tower testing blueprint''', '''try fabricating some exotic producers in Factory''', and '''do 24 hour shipments in Shipyard when the weather is good'''.
|
 
|
 
}}
 
  
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 upgrades.
 
  
The duration exotic refinements reduce the base fill time of each bar by a multiplier, these are the exotic refinements you should actually focus on[[File:Stone Charge Menu.png|thumb|This is the Charging menu shows the bonuses, charge times, infinities and amount charged.]]
+
{| class="wikitable"
 +
|+Stone Charging Regions
 +
!Stone!!Extraction Region!!Speed Region!!Amount Region
 +
|-
 +
|Neutral||Neutral||Heaven||Forest
 +
|-
 +
|Light||Heaven||Metallic Ruins||Desert
 +
|-
 +
|Darkness||Dark Realm||Ocean||Underground
 +
|-
 +
|Nature||Jungle||Desert||Forest
 +
|-
 +
|Water||Ocean||Beach||Winter
 +
|-
 +
|Fire||Volcano||Dark Realm||Underground
 +
|-
 +
|Earth||Underground||Universe||High Mountain
 +
|-
 +
|Air||High Mountain||Heaven||Beach
 +
|-
 +
|Electricity||Metallic Ruins||Universe||Volcano
 +
|-
 +
|Universal||Universe||Chaos||Neutral
 +
|}
  
 
=Infinity Perks=
 
=Infinity Perks=
  
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended.
+
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended. The last perk in the list is the only way to first access the Final Boss.
 
{{collapsible
 
{{collapsible
 
|List of Infinity Perks|
 
|List of Infinity Perks|
[[File:Perk List.png|thumb|]]
+
[[File:Perk List.png]]
 
}}
 
}}
 
==Use Perks==
 
==Use Perks==
Line 191: Line 1,262:
 
|List of Use perks|
 
|List of Use perks|
  
Earth: Refreshes all layers in the Mine
+
Earth: Refreshes all layers in the Mine.
 
 
Water: Finishing the current shipment in the Shipyard
 
  
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement
+
'''Water: Gives the current shipment rewards without finishing it.'''
  
Nature, Light, Darkness: Resets the cooldown of town perk respec
+
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement.'''
  
Nature: Gives 250k Rubber in the Factory
+
Nature: Gives 250k Rubber in the Factory.
  
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).
+
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).'''
  
Neutral: Gives 1e30 town resources.
+
Neutral: Gives 1e40 town resources.
  
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e45 town resources.
+
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.
  
'''All stones: Gives 1e60 town resources.'''
+
All stones: Gives 1e60 town resources.
 
}}
 
}}
  
Line 214: Line 1,283:
 
{{collapsible
 
{{collapsible
 
|List of Toggle perks|
 
|List of Toggle perks|
 +
 +
'''Fire: Raises anvil fragment effectivity to the power of 1.1.'''
 +
 +
'''Light: Start with max. Era stat dividers.'''
  
 
'''Air: Turns the Trading Post trade refresh timer into a button.'''
 
'''Air: Turns the Trading Post trade refresh timer into a button.'''
Line 223: Line 1,296:
 
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''
 
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''
  
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.
+
'''Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.'''
  
Universal, Any Element: Multiplies damage of that element by 1 trillion.
+
'''Universal, Other Element (besides Neutral): Multiplies damage of that element by 1e40.'''
  
'''Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.'''
+
Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.
 +
 
 +
'''All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the [[Statue of Cubos]]. ''Note: Not required after defeating it.'')'''
 
}}
 
}}
  
Line 239: Line 1,314:
 
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''
 
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''
  
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''
+
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 10 seconds instead of 1 hour.'''
  
 
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.
 
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.
  
All stones: Permanently grants access to Infinity Forge.
+
'''All stones: Permanently grants access to Infinity Forge.'''
 
}}
 
}}
  
 
==Infinity Forge==
 
==Infinity Forge==
The Infinity Forge is unlocked via infinity stones. It allows the player to edit the tier of any module (excluding infinity modules) for free.
+
The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type.
 +
Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.
 +
 
 +
<gallery mode="nolines" widths="320px" heights="240px">
 +
File:Infinityforge.png|The Infinity Forge. Price Factor costs Gems, and Reforge Levels cost fragments.
 +
File:Reforge.png|The Reforging menu, where you can set module tier and level.
 +
</gallery>
  
  
'''<u><br /></u>'''{{stub}}
 
 
{{PerfectNavigation}}
 
{{PerfectNavigation}}

Latest revision as of 19:42, 7 July 2024

Difficulty icon.png Spoiler warning!
This article contains spoilers about Infinity content.

Infinity icon.png Infinity is a phase of the game which opens up at Military Tier 12. Infinity begins when the player reaches Era 100B in endless mode on any difficulty of a given region.


Early Infinity

Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new Modules that are vital to progression in Infinity phase, Infinity Foundation and Infinity Attack. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.

Infinity Enemies & Module Fragments

The Analysis tab shows information about the new Infinity enemies.
The 4 types of module fragments.

For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering 100QiD (1e50) resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get dramatically increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as mimicking your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to 1+Log10(Current Infinity), meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: Module Fragments. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.

Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:

  • Don't overthink things. Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not immune to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.
  • Try to limit your module usage. Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.
  • Don't be afraid to be creative. Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.
  • And finally, Remember it is okay if you are constantly dying at the beginning. Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official Discord Server. People are very much willing to help you if you need it.
Chart of bonuses enemies get with higher difficulties
Element Medium Hard Insane Nightmare Impossible
Neutral
Neutral element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt1.png 50%

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Fire
Fire element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

Infenemyt1.png -25%

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

Infenemyt1.png -25%

Debuff Res.:

None

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

None

Module CD:

Infenemyt2.png -60%

Debuff Res.:

None

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt2.png (75*Inf.)^1.5

Energy Regen.:

Infenemyt3.png (20*Inf.)^2.25

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt3.png -90%

Debuff Res.:

Infenemyt2.png 10%

Water
Water element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt2.png 10%

Earth
Earth element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

Infenemyt1.png 50%

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt1.png 50%

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt2.png 10%

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt2.png 10%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt3.png 2%

Air
Air element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt1.png 50%

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt1.png 50%

Nature
Nature element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt2.png 10%

Light
Light element

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

None

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

Infenemyt3.png (HP*1000)^1.2

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt2.png 10%

Darkness
Darkness element

Energy:

None

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt1.png 50%

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt1.png -25%

Debuff Res.:

Infenemyt2.png 10%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt2.png 10%

Electricity
Electricity element

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

None

Shield:

None

Module CD:

None

Debuff Res.:

None

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

None

Module CD:

Infenemyt1.png -25%

Debuff Res.:

None

Energy:

Infenemyt2.png (75*Inf.)^1.5

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

None

Module CD:

Infenemyt1.png -25%

Debuff Res.:

None

Energy:

Infenemyt2.png (75*Inf.)^1.5

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

None

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt3.png (200*Inf.)^2.25

Energy Regen.:

Infenemyt3.png (20*Inf.)^2.25

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt2.png 10%

Universal
Universal element

Energy:

None

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

None

Debuff Res.:

Infenemyt1.png 50%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

None

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt2.png 10%

Energy:

Infenemyt1.png (10*Inf.)^1.2

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt1.png (HP*10)^1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt2.png 10%

Energy:

Infenemyt2.png (75*Inf.)^1.5

Energy Regen.:

Infenemyt1.png (1*Inf.)^1.2

Shield:

Infenemyt2.png (HP*125)^1.1

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt3.png 2%

Energy:

Infenemyt2.png (75*Inf.)^1.5

Energy Regen.:

Infenemyt2.png (2.5*Inf.)^1.5

Shield:

Infenemyt3.png (HP*1000)^1.2

Module CD:

Infenemyt2.png -60%

Debuff Res.:

Infenemyt3.png 2%

Infinity Grid

See also: Modules#Infinity
The starting section of the Infinity Grid.

The Infinity Grid is where you unlock new Infinity Tier modules. Aside from Infinity Foundation and Infinity Attack, which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.

Anvil

The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. Note: Locked bonuses will remain even if the node moves outside the circle afterwards.

The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.

There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.

Offensive Bonuses
  • Damage Factor (Neutral)
  • Damage Factor (Fire)
  • Damage Factor (Water)
  • Damage Factor (Earth)
  • Damage Factor (Air)
  • Damage Factor (Nature)
  • Damage Factor (Light)
  • Damage Factor (Darkness)
  • Damage Factor (Electricity)
  • Damage Factor (Universal)
Defensive Bonuses
  • Resistance (vs. Neutral)
  • Resistance (vs. Fire)
  • Resistance (vs. Water)
  • Resistance (vs. Earth)
  • Resistance (vs. Air)
  • Resistance (vs. Nature)
  • Resistance (vs. Light)
  • Resistance (vs. Darkness)
  • Resistance (vs. Electricity)
  • Resistance (vs. Universal)
  • Max. Health (Tower)
  • Max. Shield (Tower)
Utility Bonuses
  • Resource Drops (Enemies)
  • Cooldown (Active Modules)
  • Tower Testing XP Factor
  • Town XP Factor
Ultimate Bonuses
  • Damage Factor (Tower)
  • Basic Resistance (Tower)
  • Attack Range (Tower)


Progressing

Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before.

Late Infinity

Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.

Infinity Stones

The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be quite long, though doable if you work towards it. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.

Collecting and Unlocking Stones

With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See Regions for more information.

Locations to find Infinity Stones
  • Earth: Underground (R4)
  • Fire: Volcano (R5)
  • Air: High Mountain (R6)
  • Nature: Jungle (R7)
  • Electric: Metallic Ruins (R8)
  • Water: Ocean (R10)
  • Darkness: Dark Realm (R12)
  • Light: Heaven (R13)
  • Universal: Universe (R14)


Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 250 essence in the 3rd tab of the Era Workshop.

Unique Condition to Unlock Infinity Stones
Neutral
1000 or greater % Neutral boost in the Museum
Earth
100k depth or greater in the Mine
Fire
T8 Boiler or Higher obtained in Factory
Air
1e10 or more Crates in the Trading Post
Nature
100 or Greater total Beacon tier in the Construction Firm
Electric
100M or more Maximum Power in Power Plant
Water
100 or more Shipments made in the Shipyard
Darkness
12 or more Maximized servers in the Headquarters
Light
1000 or more Arcade Coins in the Arcade
Universal
1 Tier 3 boss or 2 Tier 2 bosses defeated in Statue of Cubos



Charging Stones

Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.
This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.
The formulas for increased Infinity Power on higher difficulties.

To charge a stone you will need to get a base value of 200 elemental energy, which can be reduced by purchasing the "Charge Required" exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, whose speed and production can be boosted by the middle bar (speed) and bottom bar (production), respectively. The base time it takes for a bar to fill up is equal to ~33 hours divided by the Infinity Power of the specific region that specific bar is based on. Higher Difficulties give slightly more Infinity Power per Infinity', but also feature dramatically increased enemy stat scaling per infinity, it's best to do all the difficulties in a region.

There are 7 exotic refinements:

Exotic Refinements
  • Charge Required - Reduces the amount of energy needed to fully charge the stone
  • Speed Bonus - Increases the amount of speed that is gained per bar completion
  • Production Bonus - Increases the amount of energy that is gained per bar completion
  • Charge Duration - Decreases the time it takes for the charge bar to fill
  • Speed Tick Duration - Decreases the time it takes for the speed bar to fill
  • Production Tick Duration - Decreases the time it takes for the production bar to fill
  • Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar


Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Maxing out every exotic refinement for a single stone costs as follows:

- Charge Required - 150 upgrades, 2.121e11 (212092251364) total cost.

- Speed Bonus / Tick - 90 upgrades, 4.153e10 (41531317811) total cost.

- Production Bonus / Tick - 150 upgrades, 6.787e10 (67869520388) total cost.

- Charge Duration - 100 upgrades, 3.624e11 (362415128196) total cost.

- Speed Tick Duration - 100 upgrades, 5.891e11 (589091215666) total cost.

- Production Tick Duration - 100 upgrades, 1.964e11 (196363738521) total cost.

- Extraction / Infinity - 20 upgrades, 1.516e9 (1515824476) total cost.

Total cost for 1 stone: 1.471e12 (1470878996422) exotic gems

If you’re wondering how to afford all the upgrades, you can add Condense to your tower testing blueprint, try fabricating some exotic producers in Factory, and do 24 hour shipments in Shipyard when the weather is good.


Stone Charging Regions
Stone Extraction Region Speed Region Amount Region
Neutral Neutral Heaven Forest
Light Heaven Metallic Ruins Desert
Darkness Dark Realm Ocean Underground
Nature Jungle Desert Forest
Water Ocean Beach Winter
Fire Volcano Dark Realm Underground
Earth Underground Universe High Mountain
Air High Mountain Heaven Beach
Electricity Metallic Ruins Universe Volcano
Universal Universe Chaos Neutral

Infinity Perks

Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in bold are highly recommended. The last perk in the list is the only way to first access the Final Boss.

List of Infinity Perks

Perk List.png

Use Perks

These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an "X" on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.

List of Use perks

Earth: Refreshes all layers in the Mine.

Water: Gives the current shipment rewards without finishing it.

Fire, Earth, Electric: skips 400 hours of Factory Refinement.

Nature: Gives 250k Rubber in the Factory.

Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).

Neutral: Gives 1e40 town resources.

Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.

All stones: Gives 1e60 town resources.


Toggle Perks

When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.

List of Toggle perks

Fire: Raises anvil fragment effectivity to the power of 1.1.

Light: Start with max. Era stat dividers.

Air: Turns the Trading Post trade refresh timer into a button.

Neutral: Turns the Museum Offshore Market stock change timer into a button.

Air, Water: Forces good weather, takes around 20 minutes for it to take effect.

Electric: Multiplies the Powerplant's power capacity by 1 million

Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.

Universal, Other Element (besides Neutral): Multiplies damage of that element by 1e40.

Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.

All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the Statue of Cubos. Note: Not required after defeating it.)


Unlock Perks

Unlock perks use up the charge and put the stones on charging for a permanent buff.

List of Unlock perks

Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.

Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.

Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 10 seconds instead of 1 hour.

Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.

All stones: Permanently grants access to Infinity Forge.


Infinity Forge

The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type. Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.