Workshop

From The Perfect Tower II
Revision as of 18:29, 1 March 2021 by Craigdevonne (talk | contribs) (Fixed image placement)
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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
Module Stats View


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, except for certain modules like Attack Speed.

Your modules will be at the level you upgraded them to in the workshop when you start a new wave.

For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.

If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.

The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel

The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.

The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.

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 272 modules, but there is planned to be 800.

There are five 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)

Special

Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.

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

See also: Skills (Upgrade)
  • Analysis - Doubles the chance to randomly unlock new modules.
  • Recycling - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.
  • Examination - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.
  • Engineering - Increases the blueprint size per workshop tier from 3 to 4.

Exotic Skills

See also: Exotic Skills

None.