Difference between revisions of "Workshop"

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{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}
 
{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}
The workshop is a building where you can upgrade your tower using modules.
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The workshop is a building where you can upgrade your tower using [[modules]].
 
[[File:WorkshopExample.png|thumb]]
 
[[File:WorkshopExample.png|thumb]]
 
<br />
 
<br />
  
 
==Building Tiers==
 
==Building Tiers==
Upgrading the workshop increases the blueprint module cap.
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Upgrading the workshop increases the blueprint [[Modules|module]] cap.
  
 
==Modules==
 
==Modules==
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.
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[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.
  
Clicking a module opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.
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Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.
  
Modules can be upgraded up to level 100 at the base tier.  
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[[Modules]] can be upgraded up to level 100 at the base tier.  
  
Additional module tiers are unlocked using the military inside the [[Headquaters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module.  
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Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquaters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]].  
  
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.
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Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.
  
Currently, there are 110 modules, but there is planned to be 800.
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Currently, there are 110 [[modules]], but there is planned to be 800.
  
There are four categories of modules:
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There are four categories of [[modules]]:
  
 
===Offensive===
 
===Offensive===
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===Ultimate===
 
===Ultimate===
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)
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Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)
  
 
===Active Modules===
 
===Active Modules===
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.
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Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.
 
==Blueprint==
 
==Blueprint==
 
The blueprint is where modules become active, and are inactive when in storage.
 
The blueprint is where modules become active, and are inactive when in storage.

Revision as of 22:14, 4 December 2019


Workshop
Workshop.png
Max. Tier 12
Conversion rate 50:1
Color theme Blue

The workshop is a building where you can upgrade your tower using modules.

WorkshopExample.png


Building Tiers

Upgrading the workshop increases the blueprint module cap.

Modules

Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.

Clicking a module opens the info and upgrade menu above the module storage area. I.png is information; S.png is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.

Modules can be upgraded up to level 100 at the base tier.

Additional module tiers are unlocked using the military inside the headquarters. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module.

Percentage based modules are usually capped at tier 5, additive modules are usually infinite.

Currently, there are 110 modules, but there is planned to be 800.

There are four categories of modules:

Offensive

Increases damage output or ability to kill enemies.

Defensive

Increases tower survivability.

Utility

Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities.

Ultimate

Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)

Active Modules

Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.

Blueprint

The blueprint is where modules become active, and are inactive when in storage.

Double clicking a module places them in the blueprint. Click and dragging also works.

Blueprint has a module limit.

Skills

WorkshopSkills.png

Exotic Skills

No exotic skills yet.