Difference between revisions of "Underground"

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(Added 1/6 challenge to underground)
m (Updated module icons to use Template:Module.)
 
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==Challenges==
 
==Challenges==
 
+
{{See also|Challenge Mode}}
 
{| class="wikitable"
 
{| class="wikitable"
 
!Name!!Enemies!!Goals!!Rules!!Rewards
 
!Name!!Enemies!!Goals!!Rules!!Rewards
Line 31: Line 31:
 
* Modules have to be maxed T1 or above
 
* Modules have to be maxed T1 or above
 
* Modules will be set to maxed T1
 
* Modules will be set to maxed T1
* Enemies divide damage based on the wave they spawned in
+
* Enemies divide damage based on the wave they spawned in}}
 +
| +1% earth resistance per completed challenge
 +
 
 +
|-
 +
 
 +
!Level #2
 +
| style="text-align: center;" |{{Element|Darkness}} {{Element|Earth}}
 +
|Reach wave 500
 +
|{{collapsible|width=400|Rules|
 +
* Max. 10 modules in total
 +
* Max. 2 offensive modules
 +
* Max. 2 ultimate modules
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2
 +
* Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack
 +
}}
 +
| +3% earth damage per completed challenge
 +
 
 +
|-
 +
 
 +
!Level #3
 +
| style="text-align: center;" |{{Element|Neutral}}{{Element|Darkness}} {{Element|Earth}}
 +
|Reach wave 125
 +
|{{collapsible|width=400|Rules|
 +
* Max. 10 modules in total
 +
* No ultimate modules
 +
* No utility modules
 +
* Modules have to be maxed T3 or above
 +
* Modules will be set to maxed T3
 +
* Enemies only take 100% damage from their own element type
 +
* Enemies are immune to any other element type damage except for their own
 +
}}
 +
|{{Module|Defensive|size=30px}} '''Aftershock'''
 +
|-
 +
 
 +
!Level #4
 +
| style="text-align: center;" |{{Element|Light}}{{Element|Fire}} {{Element|Earth}}
 +
|Reach wave 100
 +
|{{collapsible|width=400|Rules|
 +
* Max. 10 modules in total
 +
* No ultimate modules
 +
* Modules have to be maxed T4 or above
 +
* Modules will be set to maxed T4
 +
* Destroying fire enemies damages the tower for 33% of its max. health as fire damage (ignores shield)
 +
* Destroying light enemies damages the tower for 33% of its max. shield as light damage
 +
* Destroying earth enemies reduces the current energy of the tower by 33%
 
}}
 
}}
| +1% earth resistance per completed challenge
+
|{{Module|Ultimate|size=30px}} '''Tremors'''
 +
|-
  
 +
!Level #5
 +
| style="text-align: center;" |{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}
 +
|Reach wave 125
 +
|{{collapsible|width=400|Rules|
 +
* Max. 15 modules in total
 +
* Max. 4 defensive modules
 +
* No ultimate modules
 +
* Modules have to be maxed T5 or above
 +
* Modules will be set to maxed T5
 +
* Enemies apply poison when attacking
 +
* Poison reduces nature resistance and damage based on max. hp
 +
* Higher stacks of poison are more potent
 +
}}
 +
|{{Module|Offensive|size=30px}} '''Poison Sting'''
 
|-
 
|-
  
 +
!Level #6
 +
| style="text-align: center;" |{{Element|Darkness}} {{Element|Earth}}
 +
|Reach wave 75
 +
|{{collapsible|width=400|Rules|
 +
* Max. 8 modules in total
 +
* Max. 3 defensive modules
 +
* Max. 3 ultimate modules
 +
* Modules have to be maxed T5 or above
 +
* Modules will be set to maxed T5
 +
* Enemies are invisible and untargetable
 +
* Enemies become visible and targetable for 0.25 sec. after attacking
 +
}}
 +
|{{Module|Defensive|size=30px}} '''Underground Gift'''
 +
|-
 +
|}
  
 
==Modules==
 
==Modules==
 
{{See also|Modules}}
 
{{See also|Modules}}
 +
 
{| class='wikitable sortable'
 
{| class='wikitable sortable'
 
!Type!!Name!!Unlock Condition
 
!Type!!Name!!Unlock Condition
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''||Random 0.1%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Soul Harvesting'''||Random 0.1%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Darkness Armor'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Armor'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Earth Armor'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Nature Armor'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''||Random 1%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Shelter'''||Random 1%
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''||Random 0.5%
+
|<center>{{Module|Utility|size=30px}}</center>||'''Transmute'''||Random 0.5%
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''||Random 2%
+
|<center>{{Module|Utility|size=30px}}</center>||'''Offensive Pack'''||Random 2%
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''||Random 2%
+
|<center>{{Module|Utility|size=30px}}</center>||'''Defensive Pack'''||Random 2%
 
|}
 
|}
  

Latest revision as of 00:46, 24 August 2023

Underground
Underground
Lanes 4
Enemies
Neutral element Fire element Darkness element Nature element Air element Earth element Universal element
Difficulties
Easy 28,051%
Medium 65,680%
Hard 660,921%
Insane 41.84 M% (4.184e7%)
Nightmare 36.06 B% (3.606e10%)
Impossible 82.53 Qa% (8.253e16%)

Underground is the fourth region in the game, unlocked after completing wave 100 on Winter.

Completing wave 100 in this region unlocks the Volcano region.

Environmental Effects

This area has no environmental effects.

Challenges

See also: Challenge Mode
Name Enemies Goals Rules Rewards
Level #1 Earth element Reach wave 250
Rules
  • Max. 7 modules in total
  • Max 3 defensive modules
  • No ultimate modules
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Enemies divide damage based on the wave they spawned in
+1% earth resistance per completed challenge
Level #2 Darkness element Earth element Reach wave 500
Rules
  • Max. 10 modules in total
  • Max. 2 offensive modules
  • Max. 2 ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack
+3% earth damage per completed challenge
Level #3 Neutral elementDarkness element Earth element Reach wave 125
Rules
  • Max. 10 modules in total
  • No ultimate modules
  • No utility modules
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
  • Enemies only take 100% damage from their own element type
  • Enemies are immune to any other element type damage except for their own
Defensive Module Aftershock
Level #4 Light elementFire element Earth element Reach wave 100
Rules
  • Max. 10 modules in total
  • No ultimate modules
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • Destroying fire enemies damages the tower for 33% of its max. health as fire damage (ignores shield)
  • Destroying light enemies damages the tower for 33% of its max. shield as light damage
  • Destroying earth enemies reduces the current energy of the tower by 33%
Ultimate Module Tremors
Level #5 Nature element Air element Water element Earth element Reach wave 125
Rules
  • Max. 15 modules in total
  • Max. 4 defensive modules
  • No ultimate modules
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies apply poison when attacking
  • Poison reduces nature resistance and damage based on max. hp
  • Higher stacks of poison are more potent
Offensive Module Poison Sting
Level #6 Darkness element Earth element Reach wave 75
Rules
  • Max. 8 modules in total
  • Max. 3 defensive modules
  • Max. 3 ultimate modules
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies are invisible and untargetable
  • Enemies become visible and targetable for 0.25 sec. after attacking
Defensive Module Underground Gift

Modules

See also: Modules
Type Name Unlock Condition
Offensive Module
Soul Harvesting Random 0.1%
Defensive Module
Darkness Armor Random 5%
Defensive Module
Air Armor Random 5%
Defensive Module
Earth Armor Random 5%
Defensive Module
Nature Armor Random 5%
Defensive Module
Shelter Random 1%
Utility Module
Transmute Random 0.5%
Utility Module
Offensive Pack Random 2%
Utility Module
Defensive Pack Random 2%

Town Assets

The following town assets are unlocked after completing wave 100:

Minecart Minecart
Mushroom Mushroom
Rail Rail