Difference between revisions of "Desert"

From The Perfect Tower II
Jump to navigation Jump to search
m (Updated module icons to use Template:Module.)
 
(One intermediate revision by one other user not shown)
Line 15: Line 15:
  
 
==Challenges==
 
==Challenges==
 
+
{{See also|Challenge Mode}}
 
{| class="wikitable"
 
{| class="wikitable"
 
!Name!!Enemies!!Goals!!Rules!!Rewards
 
!Name!!Enemies!!Goals!!Rules!!Rewards
Line 43: Line 43:
 
* Modules have to be maxed T2 or above
 
* Modules have to be maxed T2 or above
 
* Modules will be set to maxed T2}}
 
* Modules will be set to maxed T2}}
|{{Module|Utility}} '''Energy Flow'''
+
|{{Module|Utility|size=30px}} '''Energy Flow'''
 
|-
 
|-
 
!Level #3
 
!Level #3
Line 54: Line 54:
 
* Modules have to be maxed T2 or above
 
* Modules have to be maxed T2 or above
 
* Modules will be set to maxed T2}}
 
* Modules will be set to maxed T2}}
|{{Module|Offensive}} '''Headhunting'''
+
|{{Module|Offensive|size=30px}} '''Headhunting'''
 
|-
 
|-
 
!Level #4
 
!Level #4
Line 63: Line 63:
 
* Modules have to be maxed T3 or above
 
* Modules have to be maxed T3 or above
 
* Modules will be set to maxed T3}}
 
* Modules will be set to maxed T3}}
|[[File:Defensive Module.png|Defensive|30px]] '''Advanced Heal'''
+
|{{Module|Defensive|size=30px}} '''Advanced Heal'''
 
|-
 
|-
 
!Level #5
 
!Level #5
Line 76: Line 76:
 
* Modules have to be maxed T4 or above
 
* Modules have to be maxed T4 or above
 
* Modules will be set to maxed T4}}
 
* Modules will be set to maxed T4}}
|[[File:Defensive Module.png|Defensive|30px]] '''Sandstorm'''
+
|{{Module|Defensive|size=30px}} '''Sandstorm'''
 
|-
 
|-
 
!Level #6
 
!Level #6
Line 89: Line 89:
 
* Enemies have only 0.1% of their original health
 
* Enemies have only 0.1% of their original health
 
* Enemy damage is multiplied by 100}}
 
* Enemy damage is multiplied by 100}}
|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''
+
|{{Module|Defensive|size=30px}} '''Desert Gift'''
 
|}
 
|}
  
Line 98: Line 98:
 
!Type!!Name!!Unlock Condition
 
!Type!!Name!!Unlock Condition
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Simple Heal'''||Wave 1
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1
+
|<center>{{Module|Utility|size=30px}}</center>||'''Energy'''||Wave 1
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1
+
|<center>{{Module|Utility|size=30px}}</center>||'''Energy Regeneration'''||Wave 1
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Granite Foundation'''||Wave 10
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Attack'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Attack'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Attack'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Burst'''||Random 2%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Burst'''||Random 2%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Burst'''||Random 2%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Light Resistance'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Resistance'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Resistance'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]
+
|<center>{{Module|Offensive|size=30px}}</center>
 
|'''Light / Air/ Electricity / Fire Crit'''
 
|'''Light / Air/ Electricity / Fire Crit'''
 
|Random 1%
 
|Random 1%

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