Modules

From The Perfect Tower II
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Module.png Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the workshop with resources, or can be upgraded temporarily during tower testing with experience or gems. Modules have tiers, with higher tiers being unlocked after upgrading the Headquarters

A collection of modules is called a Blueprint. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. (1.55e+81)

There are currently 393 modules available to unlock (as of v0.37.0).

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Icon Art of all modules unlockable from Regions in Tower Testing

Types of Modules

There are various kinds of modules to find.

Active vs Passive

Modules will be either active or passive.

Active

Active modules require manual activation.

Some need to be aimed, while others activate immediately on use.

Passive

Passive modules can be improvements to the core stats of your tower.

They can also activate automatically upon meeting their conditions.

Offensive, Defensive, Utility & Ultimate

A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.

Offensive

Offensive increase the damage of your tower in some way.

This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.

Defensive

Defensive modules improve your tower's ability to survive attacks.

They can be improvements to health/health regeneration, or damage reduction, etc.

Utility

Utility modules do not directly improve offense or defense, but instead have other effects.

They can do things like supply energy for skills, or generate resources for example.

Ultimate

Ultimate modules provide special, usually powerful bonuses.

Special & Legendary

Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.

Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.

Upgrading Modules

Modules can be upgraded in a Tower Testing run with experience or gems, or permanently upgraded inside the workshop.

Upgrading modules will increase their effects or their chance to activate.

In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)

Tiers

You can extend the maximum tier of most modules by prestiging inside the headquarters.

Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).

Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.

Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.

Unlocking Modules

Modules are unlocked in a variety of different ways. For details on unlocking each module, see List of Modules.

Modules can be unlocked in a variety of ways:

Regions

Each region drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.

When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.

The formula for calculating the final drop chance of a module is:

Bdc × Pb × Df × Log10(Cw / 10)

Where:

  • Bdc is the base drop chance of the module
  • Pb is the multiplier from any player bonuses
  • Df is the difficulty factor from the current region difficulty
  • Cw is the current wave reached upon round end

In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.

For farming modules base there are 3 methods based on your Military Tier

For Military Tier 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.

For Military Tier 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance

For Military Tier 8+ (spoiler)

Drop Chance Bonuses

There are 3 player drop chance bonuses currently:

Difficulty Factor

Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:

Difficulty Factor
Easy x1
Medium x1.5
Hard x1.5
Insane x2
Nightmare x2.25
Impossible x2.5

List of Modules

Normal

Default

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags Upgrade Formula
Offensive Module
Basic Attack 250 N/A Unlocked from start Provides the tower some basic Neutral damage. NEUTRAL DAMAGE Tier 1: 80000

Tier 2: 400000
Tier 3: 1e7/10M
Tier 4: 3e7/30M
Tier 5+: 7.5e8/750M × 2^(t-5)

Offensive Module
Attack Speed 5 N/A Unlocked from start Modifies the towers attack speed. ATTACKSPEED Tier 1+: 1÷(.4-.05(t-1))
Defensive Module
Stone Foundation 250 N/A Unlocked from start A very basic foundation for the tower which increases its hitpoints. HEALTH Tier 1: 250000

Tier 2: 7.5e6/7.5M
Tier 3: 2.25e7/22.5M
Tier 4: 6e7/60M
Tier 5+: 8e8/800M × 2^(t-5)

Defensive Module
Basic Regeneration 250 N/A Unlocked from start Supplies the tower with the ability to slowly regenerate itself. HEALTH REGENERATION Tier 1: 2500

Tier 2: 10000
Tier 3: 50000
Tier 4: 250000
Tier 5+: 1e6/1M × 2^(t-5)

Regional

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags Upgrade Formula
Offensive Module
Basic Bouncing 5 R01: Forest Wave 10 Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit. CHANCE AREA Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)
Offensive Module
Multishot 5 R01: Forest Wave 30 Provides a chance to shoot more missiles in order to hit additional targets on an attack. CHANCE AREA Tier 1+: 50% + 10% × (t-1), 2 + (t-1)
Offensive Module
Nature's Touch 250 R01: Forest Wave 40 Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt. NATURE DAMAGE LIFESTEAL Tier 1: 50000, 3%

Tier 2: 630000, 4%
Tier 3: 20.55e6/20.55M, 5.5%
Tier 4: 1e8/100M, 7%
Tier 5: 7e8/700M, 9%
Tier 6+: 2^t × t × 12890625

Offensive Module
Fire Attack 250 R01: Forest Random 5% Provides the tower some basic Fire damage on every attack. FIRE DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Fire Burst 250 R01: Forest Random 2% Provides the Tower a 20% chance to deal additional Fire damage on an attack. FIRE CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Nature Attack 250 R01: Forest Random 5% Provides the tower some basic Nature damage on every attack. NATURE DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Nature Burst 250 R01: Forest Random 2% Provides the tower a 20% chance to deal additional Nature damage on an attack. NATURE CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Earth Attack 250 R01: Forest Random 5% Provides the tower some basic Earth damage on every attack. EARTH DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Earth Burst 250 R01: Forest Random 2% Provides the Tower a 20% chance to deal additional Earth damage on an attack. EARTH CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Nature Crit 5 R01: Forest Random 2% Provides a chance to multiply your projectile's Nature damage. NATURE CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Defensive Module
Elemental Resistance 5 R01: Forest Wave 20 Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental. FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE Tier 1+: 50% + 10% × (t-1)
Defensive Module
Fire Resistance 5 R01: Forest Random 5% Reduces incoming Fire damage by a percent based amount. FIRE RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Defensive Module
Nature Resistance 5 R01: Forest Random 5% Reduces incoming Nature damage by a percent based amount. NATURE RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Defensive Module
Earth Resistance 5 R01: Forest Random 5% Reduces incoming Earth damage by a percent based amount. EARTH RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Utility Module
Wave Resources 250 R01: Forest Wave 50 Produces a fixed amount of Town Resources at the beginning of a new wave. RESOURCES WAVE Tier 1-6: 1000 × 10^(t-1)

Tier 7+: 1.5e8/150M × 1.5^(t-7)

Offensive Module
Light Attack 250 R02: Desert Random 5% Provides the tower some basic Light damage on every attack. LIGHT DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Light Burst 250 R02: Desert Random 2% Provides the tower a 20% chance to deal additional Light damage on an attack. LIGHT CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Air Attack 250 R02: Desert Random 5% Provides the tower some basic Air damage on every attack. AIR DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Air Burst 250 R02: Desert Random 2% Provides the tower a 20% chance to deal additional Air damage on an attack. AIR CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Electricity Attack 250 R02: Desert Random 5% Provides the tower some basic Electricity damage on every attack. ELECTRICITY DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Electricity Burst 250 R02: Desert Random 2% Provides the tower a 20% chance to deal additional Electricity damage on an attack. ELECTRICITY CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Light Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Light damage. LIGHT CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive Module
Air Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Air damage. AIR CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive Module
Electricity Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Electricity damage. ELECTRICITY CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive Module
Fire Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Fire damage. FIRE CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Defensive Module
Simple Heal 250 Yes R02: Desert Wave 1 Instantly heals the tower by a specific amount of hitpoints. ACTIVE INSTANT HEALTH Tier 1: 100000

Tier 2: 500000
Tier 3: 1.5e6/1.5M
Tier 4: 4e7/40M
Tier 5: 1.25e8/125M × 3^(t-5)

Defensive Module
Granite Foundation 250 R02: Desert Wave 10 A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%. HEALTH ATTACKSPEED Tier 1: 5e7/50M, 70%

Tier 2: 7.5e9/7.5B, 60%
Tier 3: 5.625e11/562.5B, 50%
Tier 4: 2.25e13/22.5T, 40%
Tier 5: 8e14/800T, 30%
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)

Defensive Module
Light Resistance 5 R02: Desert Random 5% Reduces incoming Light damage by a percent based amount. LIGHT RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Defensive Module
Air Resistance 5 R02: Desert Random 5% Reduces incoming Air damage by a percent based amount. AIR RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Defensive Module
Electricity Resistance 5 R02: Desert Random 5% Reduces incoming Electricity damage by a percent based amount. ELECTRICITY RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Utility Module
Energy 250 R02: Desert Wave 1 Provides the tower with Energy which can be used to activate active skills. ENERGY Tier 1: 100

Tier 2: 750
Tier 3: 2000
Tier 4: 5000
Tier 5: 40000
Tier 6+ 75000 + 25000 × (t-6)

Utility Module
Energy Regeneration 10 R02: Desert Wave 1 Provides the tower the ability to passively regenerate energy. ENERGY REGENERATION Tier 1+: 1% × t
Offensive Module
Darkness Attack 250 R03: Winter Random 5% Provides the tower some basic Darkness damage on every attack. DARKNESS DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Darkness Burst 250 R03: Winter Random 2% Provides the tower a 20% chance to deal additional Darkness on an attack. DARKNESS CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Water Attack 250 R03: Winter Random 5% Provides the tower some basic Water damage on every attack. WATER DAMAGE Tier 1: 120000

Tier 2: 600000
Tier 3: 2.5e7/25M
Tier 4: 8e7/80M
Tier 5: 2e9/2B
Tier 6+: 4.5e9/4.5B × 2^(t-6)

Offensive Module
Water Burst 250 R03: Winter Random 2% Provides the tower a 20% chance to deal additional Water damage on an attack. WATER CHANCE DAMAGE Tier 1: 300000

Tier 2: 1.5e6/1.5M
Tier 3: 3e7/30M
Tier 4: 1.8e8/180M
Tier 5+: 1.5e9/1.5B × 2^(t-5)

Offensive Module
Splash 250 R03: Winter Random 1% Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral. NEUTRAL CHANCE AREA DAMAGE Tier 1: 10000

Tier 2: 200000
Tier 3: 3.25e6/3.25M
Tier 4: 1.25e7/12.5M
Tier 5: 9e7/90M
Tier 6+: 1.2e8/120M × 2^(t-6)

Offensive Module
Bash 5 R03: Winter Random 0.12% Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack. CHANCE STUN DEBUFF Tier 1: 20%, 1s

Tier 2: 23%, 1.2s
Tier 3: 25%, 1.5s
Tier 4: 28%, 1.75s
Tier 5: 33%, 2s

Offensive Module
Darkness Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Darkness damage. DARKNESS CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive Module
Water Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Water damage. WATER CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Offensive Module
Earth Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Earth damage. EARTH CHANCE DAMAGE Tier 1-5: 40% + 10% × (t-1), x12

Tier 5+: 80%, x12 + x2 × (t-5)

Defensive Module
Darkness Resistance 5 R03: Winter Random 5% Reduces incoming Darkness damage by a percent based amount. DARKNESS RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Defensive Module
Water Resistance 5 R03: Winter Random 5% Reduces incoming Water damage by a percent based amount. WATER RESISTANCE Tier 1-4: 60% + 10% × (t-1)

Tier 5: 99%

Defensive Module
Basic Shield 250 R03: Winter Wave 50 Provides the tower with a shield that absorbs damage. SHIELD Tier 1: 2e6/2M

Tier 2: 2.5e7/25M
Tier 3: 1e8/100M
Tier 4: 6e8/600M
Tier 5+: 2.5e9/2.5B × 2^(t-5)

Defensive Module
Boss Shield 5 R03: Winter Random 1.2% Reduces the incoming damage from Boss enemies. REACTIVE BLOCK BOSS Tier 1+: 70% + 5% × (t-1)
Utility Module
Moon Energy 5 R03: Winter Random 5% Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%. ENERGY REGENERATION Tier 1+: 20% × t
Offensive Module
Soul Harvesting 5 R04: Underground Random 0.1% Provides a chance to deal 33% of the primary targets current health as additional Darkness damage. DARKNESS CHANCE DAMAGE Tier 1+: 10% + 2% × (t-1)
Defensive Module
Darkness Armor 150 R04: Underground Random 5% Reduces incoming Darkness damage by a fixed amount. DARKNESS ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Air Armor 150 R04: Underground Random 5% Reduces incoming Air damage by a fixed amount. AIR ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Earth Armor 150 R04: Underground Random 5% Reduces incoming Earth damage by a fixed amount. EARTH ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Nature Armor 150 R04: Underground Random 5% Reduces incoming Nature damage by a fixed amount. NATURE ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Shelter 250 R04: Underground Random 1% Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. REACTIVE BLOCK Tier 1: 10%

Tier 2: 20%

Tier 3: 25%

Tier 4: 30%

Tier 5: 40%

Tier 6+: 40% + .2% × t

Utility Module
Transmute 250 R04: Underground Random 0.5% Provides a chance to convert dead enemies into additional town resources by using the power of alchemy. RESOURCES CHANCE Tier 1-6: 15% 1-2 × 10 ^ (t-1)

Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)

Utility Module
Offensive Pack 5 R04: Underground Random 2% Provides a chance to upgrade a random offensive module at the beginning of a new wave for free. WAVE CHANCE MODULE Tier 1+: 20% × t
Utility Module
Defensive Pack 5 R04: Underground Random 2% Provides a chance to upgrade a random defensive module at the beginning of a new wave for free. WAVE CHANCE MODULE Tier 1+: 20% × t
Offensive Module
Firestorm 250 Yes R05: Volcano Random 1% Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage. FIRE ACTIVE GROUND AREA DAMAGE Tier 1: 500000

Tier 2: 2.5e6/2.5M

Tier 3: 1.25e8/125M

Tier 4: 5e8/500M

Tier 5: 7.5e10/75B

Tier 6+: 7.5e10/75B * 2^(t-6)

Offensive Module
Burning Attack 250 R05: Volcano Random 0.1% Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds. FIRE CHANCE AREA DAMAGE Tier 1: 60000

Tier 2: 250000

Tier 3: 3.25e6/3.25M

Tier 4: 1.75e7/17.5M

Tier 5: 5e8/500M

Tier 6+: 1.25e9/1.25B * 2^(t-6)

Defensive Module
Light Armor 150 R05: Volcano Random 5% Reduces incoming Light damage by a fixed amount. LIGHT ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Fire Armor 150 R05: Volcano Random 5% Reduces incoming Fire damage by a fixed amount. FIRE ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Water Armor 150 R05: Volcano Random 5% Reduces incoming Water damage by a fixed amount. WATER ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Electricity Armor 150 R05: Volcano Random 5% Reduces incoming Electricity damage by a fixed amount. ELECTRICITY ARMOR Tier 1+: 1000 × 10 ^ (t-1)
Defensive Module
Magma Foundation 250 R05: Volcano Wave 100 A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40. FIRE WATER HEALTH RESISTANCE Tier 1: 16666.667, 50%

Tier 2: 375000, 60%

Tier 3: 900000, 70%

Tier 4: 2e6/2M, 80%

Tier 5: 2.2857e7/22.857M, 90%

Tier 6+: 4e7/40M * 2^(t-6), 90%

Offensive Module
Divine Blessing 250 R06: High Mountain Random 0.15% Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value. LIGHT CHANCE DAMAGE HEALTH Tier 1: 10%, 380

Tier 2: 15%, 1300

Tier 3: 20%, 6391

Tier 4: 25%, 19464

Tier 5: 30%, 189000

Tier 6+: 30%, 300015 * 1.5^(t-

Offensive Module
Light Splash 250 R06: High Mountain Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light. LIGHT AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive Module
Fire Splash 250 R06: High Mountain Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire. FIRE AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive Module
Electricity Splash 250 R06: High Mountain Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity. ELECTRICITY AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive Module
Air Splash 250 R06: High Mountain Random 2% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air. AIR AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Defensive Module
Air Shell 5 R06: High Mountain Random 1% Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. AIR RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Air Barrier 5 R06: High Mountain Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0. AIR REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Bulletproof 5 R06: High Mountain Random 0.9% Provides resistance against incoming damage from ranged units like archers and wizards. REACTIVE BLOCK ARCHER WIZARD Tier 1+: 70% + 5% * (t-1)
Defensive Module
Shield Recharger 5 R06: High Mountain Random 0.5% Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds. SHIELD REACTIVE REGENERATION Tier 1+: 6% * t
Offensive Module
Lifeleech 250 Yes R07: Jungle Random 1.5% Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage. ACTIVE INSTANT AREA LIFESTEAL Tier 1: 100000

Tier 2: 500000

Tier 3: 2.5e6/2.5M

Tier 4: 1e7/10M

Tier 5: 7.5e7/75M

Tier 6+: 2.25e8/225M * 2^(t-6)

Offensive Module
Earth Splash 250 R07: Jungle Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth. EARTH AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive Module
Water Splash 250 R07: Jungle Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water. WATER AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive Module
Nature Splash 250 R07: Jungle Random 2% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature. NATURE AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Offensive Module
Darkness Splash 250 R07: Jungle Random 0.9% Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness. DARKNESS AREA DAMAGE Tier 1: 5000

Tier 2: 100000

Tier 3: 1.5e6/1.5M

Tier 4: 7.5e6/7.5M

Tier 5: 4.5e7/45M

Tier 6+: 6e7/60M * 2^(t-6)

Defensive Module
Nature Shell 5 R07: Jungle Random 1% Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. NATURE RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Earth Shell 5 R07: Jungle Random 1% Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. EARTH RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Water Shell 5 R07: Jungle Random 1% Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. WATER RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Nature Barrier 5 R07: Jungle Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0. NATURE REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Earth Barrier 5 R07: Jungle Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0. EARTH REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Water Barrier 5 R07: Jungle Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0. WATER REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Offensive Module
Sparks 250 R08: Metallic Ruins Random 0.12% Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack. ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK Tier 1: 10000 - 100000

Tier 2: 40000 - 250000

Tier 3: 100000 - 3M/3e6

Tier 4: 2M/2e6 - 60M/6e7

Tier 5: 35M/3.5e7 - 400M/4e8

Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)

Offensive Module
Steini's Chained Ball 250 R08: Metallic Ruins Random 0.05% Reduces the tower's attackspeed in exchange for increasing its attack damage. COMMUNITY DAMAGE ATTACKSPEED Damage:

Tier 1: x30

Tier 2: x60

Tier 3: x115

Tier 4: x220

Tier 5: x425

Tier 6+: x1030 + 1005*(t-6)


Attack Speed:

Tier 1-5: -(90% - 5%*(t-1))

Tier 6+: -(69% - 0.1%*(t-6))

Defensive Module
Fire Shell 5 R08: Metallic Ruins Random 1% Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. FIRE RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Electricity Shell 5 R08: Metallic Ruins Random 1% Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. ELECTRICITY RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Light Shell 5 R08: Metallic Ruins Random 1% Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. LIGHT RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Fire Barrier 5 R08: Metallic Ruins Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0. FIRE REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Electricity Barrier 5 R08: Metallic Ruins Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0. ELECTRICITY REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Light Barrier 5 R08: Metallic Ruins Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0. LIGHT REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Diamond Foundation 250 R08: Metallic Ruins Random 1% This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified. HEALTH RESISTANCE Health:

Tier 1: 15M/1.5e7

Tier 2: 675M/6.75e8

Tier 3: 2.7B/2.7e9

Tier 4: 9B/9e9

Tier 5: 144B/1.44e11

Tier 6+: 304B/3.04e11 * 2^(t-6)


Resistance:

Tier 1+: /(100 + 50*(t-1))

Offensive Module
Execution 250 R09: Beach Random 1% Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value. UNIVERSAL DAMAGE Damage:

Tier 1: 200000

Tier 2: 1.2M/1.2e6

Tier 3: 80M/8e7

Tier 4: 750M/7.5e8

Tier 5: 4B/4e9

Tier 6+: 12B/1.2e10 * 2^(t-6)


Threshold:

Tier 1+: min(25% + 5%*(t-1), 45%)

Offensive Module
Rapidfire 5 R09: Beach Random 0.6% Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed. CHANCE BUFF ATTACKSPEED Tier 1: 20%, 1 sec

Tier 2: 23%, 1.2 sec

Tier 3: 25%, 1.5 sec

Tier 4: 28%, 2 sec

Tier 5: 33%, 2.5 sec

Offensive Module
Advanced Splash 5 R09: Beach Random 0.14% Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself. NEUTRAL CHANCE AREA DAMAGE Tier 1+: 10% * t
Offensive Module
Super Multishot 5 Yes R09: Beach Random 0.8% Instantly fires a missile at multiple targets around the tower. ACTIVE INSTANT AREA Cooldown:

Tier 1+: (6 - 1*(t-1)) sec


Targets:

Tier 1+: 40 + 5*(t-1)

Defensive Module
Darkness Barrier 5 R09: Beach Random 1% Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0. DARKNESS REACTIVE DAMAGE Tier 1+: 10% + 5% * (t-1)
Defensive Module
Fire Exchange 5 R09: Beach Random 1% Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage. FIRE RESISTANCE
Defensive Module
Water Exchange 5 R09: Beach Random 1% Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage. WATER RESISTANCE
Defensive Module
Earth Exchange 5 R09: Beach Random 1% Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage. EARTH RESISTANCE
Defensive Module
Air Exchange 5 R09: Beach Random 1% Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage. AIR RESISTANCE
Defensive Module
Nature Exchange 5 R09: Beach Random 1% Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage. NATURE RESISTANCE
Defensive Module
Electricity Exchange 5 R09: Beach Random 1% Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage. ELECTRICITY RESISTANCE
Defensive Module
Light Exchange 5 R09: Beach Random 1% Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage. LIGHT RESISTANCE
Defensive Module
Darkness Exchange 5 R09: Beach Random 1% Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage. DARKNESS RESISTANCE
Utility Module
Sun Energy 5 R09: Beach Random 5% Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%. ENERGY REGENERATION
Offensive Module
Super Bounce 250 Yes R09: Beach Hint: [3]
Spawns a missile that jumps lots of times. BudeEBoy exploited the Developers to create this module. ACTIVE INSTANT AREA COMMUNITY
Offensive Module
Ice Shards 250 R10: Ocean Random 1% Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds. WATER DAMAGE SLOW DEBUFF
Offensive Module
Fire Impetus 5 R10: Ocean Random 1% Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. FIRE DAMAGE
Offensive Module
Water Impetus 5 R10: Ocean Random 1% Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. WATER DAMAGE
Offensive Module
Earth Impetus 5 R10: Ocean Random 1% Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. EARTH DAMAGE
Offensive Module
Air Impetus 5 R10: Ocean Random 1% Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. AIR DAMAGE
Offensive Module
Nature Impetus 5 R10: Ocean Random 1% Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. NATURE DAMAGE
Offensive Module
Electricity Impetus 5 R10: Ocean Random 1% Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. ELECTRICITY DAMAGE
Offensive Module
Light Impetus 5 R10: Ocean Random 1% Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. LIGHT DAMAGE
Offensive Module
Darkness Impetus 5 R10: Ocean Random 1% Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. DARKNESS DAMAGE
Defensive Module
Darkness Shell 5 R10: Ocean Random 1% Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. DARKNESS RESISTANCE BUFF Tier 1: 5%

Tier 2: 7%

Tier 3: 10%

Tier 4: 12%

Tier 5: 14%

Defensive Module
Frost Aura 5 R10: Ocean Random 0.8% Slows the movement speed of enemies in a 20M radius around the tower. AURA SLOW DEBUFF
Offensive Module
Anti-Neutral Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Neutral enemies. NEUTRAL DAMAGE
Offensive Module
Anti-Fire Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Fire enemies. FIRE DAMAGE
Offensive Module
Anti-Water Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Water enemies. WATER DAMAGE
Offensive Module
Anti-Earth Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Earth enemies. EARTH DAMAGE
Offensive Module
Anti-Air Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Air enemies. AIR DAMAGE
Offensive Module
Anti-Electricity Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Electricity enemies. ELECTRICITY DAMAGE
Offensive Module
Anti-Nature Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Nature enemies. NATURE DAMAGE
Offensive Module
Anti-Light Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Light enemies. LIGHT DAMAGE
Offensive Module
Anti-Darkness Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Darkness enemies. DARKNESS DAMAGE
Offensive Module
Anti-Universal Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Universal enemies. UNIVERSAL DAMAGE
Defensive Module
Neutral Exchange 5 R11: Neutral Random 1% Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage. NEUTRAL RESISTANCE
Defensive Module
Universal Exchange 5 R11: Neutral Random 1% Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage. UNIVERSAL RESISTANCE
Defensive Module
Marble Foundation 250 R11: Neutral Random 0.5% Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.) NETURAL UNIVERSAL HEALTH RESISTANCE
Offensive Module
Anti-Darkness Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Darkness enemies by 4. DARKNESS CHANCE DAMAGE
Offensive Module
Anti-Fire Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Fire enemies by 4. FIRE CHANCE DAMAGE
Offensive Module
Anti-Earth Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Earth enemies by 4. EARTH CHANCE DAMAGE
Offensive Module
Anti-Water Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Water enemies by 4. WATER CHANCE DAMAGE
Offensive Module
Fire Subsistence 250 R12: Dark Realm Random 1% Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. FIRE DAMAGE
Offensive Module
Water Subsistence 250 R12: Dark Realm Random 1% Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. WATER DAMAGE
Offensive Module
Earth Subsistence 250 R12: Dark Realm Random 1% Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. EARTH DAMAGE
Offensive Module
Air Subsistence 250 R12: Dark Realm Random 1% Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. AIR DAMAGE
Offensive Module
Nature Subsistence 250 R12: Dark Realm Random 1% Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. NATURE DAMAGE
Offensive Module
Light Subsistence 250 R12: Dark Realm Random 1% Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. LIGHT DAMAGE
Offensive Module
Darkness Subsistence 250 R12: Dark Realm Random 1% Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. DARKNESS DAMAGE
Offensive Module
Electricity Subsistence 250 R12: Dark Realm Random 1% Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. ELECTRICITY DAMAGE
Offensive Module
Anti-Light Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Light enemies by 4. LIGHT CHANCE DAMAGE
Offensive Module
Anti-Nature Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Nature enemies by 4. NATURE CHANCE DAMAGE
Offensive Module
Anti-Air Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Air enemies by 4. AIR CHANCE DAMAGE
Offensive Module
Anti-Electricity Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Electricity enemies by 4. ELECTRICITY CHANCE DAMAGE
Defensive Module
Fire Protection 5 R13: Heaven Random 1% Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. FIRE ARMOR
Defensive Module
Water Protection 5 R13: Heaven Random 1% Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. WATER ARMOR
Defensive Module
Air Protection 5 R13: Heaven Random 1% Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. AIR ARMOR
Defensive Module
Earth Protection 5 R13: Heaven Random 1% Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. EARTH ARMOR
Defensive Module
Nature Protection 5 R13: Heaven Random 1% Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. NATURE ARMOR
Defensive Module
Electricity Protection 5 R13: Heaven Random 1% Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. ELECTRICITY ARMOR
Defensive Module
Light Protection 5 R13: Heaven Random 1% Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. LIGHT ARMOR
Defensive Module
Darkness Protection 5 R13: Heaven Random 1% Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. DARKNESS ARMOR
Defensive Module
Fire Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Fire damage. FIRE BLOCK CHANCE
Defensive Module
Water Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Water damage. WATER BLOCK CHANCE
Defensive Module
Air Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Air damage. AIR BLOCK CHANCE
Defensive Module
Electricity Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Electricity damage. ELECTRICITY BLOCK CHANCE
Defensive Module
Darkness Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Darkness damage. DARKNESS BLOCK CHANCE
Defensive Module
Earth Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Earth damage. EARTH BLOCK CHANCE
Defensive Module
Nature Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Nature damage. NATURE BLOCK CHANCE
Defensive Module
Light Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Light damage. LIGHT BLOCK CHANCE
Ultimate Module
L.O.S.O Drone System 100 Yes Hint: [4]
Spawns ⌊([tier]-1/4)⌋+1 drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. Low Orbit Self Operated Drone System by Loso3svk. ACTIVE INSTANT DAMAGE COMMUNITY
Offensive Module
Neutral Focus 5 Yes R15: Chaos Random 1% Increases Neutral damage dealt by the tower for 45 seconds. NEUTRAL ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Fire Focus 5 Yes R15: Chaos Random 1% Increases Fire damage dealt by the tower for 45 seconds. FIRE ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Water Focus 5 Yes R15: Chaos Random 1% Increases Water damage dealt by the tower for 45 seconds. WATER ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Nature Focus 5 Yes R15: Chaos Random 1% Increases Nature damage dealt by the tower for 45 seconds. NATURE ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Air Focus 5 Yes R15: Chaos Random 1% Increases Air damage dealt by the tower for 45 seconds. AIR ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Earth Focus 5 Yes R15: Chaos Random 1% Increases Earth damage dealt by the tower for 45 seconds. EARTH ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Light Focus 5 Yes R15: Chaos Random 1% Increases Light damage dealt by the tower for 45 seconds. LIGHT ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Darkness Focus 5 Yes R15: Chaos Random 1% Increases Darkness damage dealt by the tower for 45 seconds. DARKNESS ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Electricity Focus 5 Yes R15: Chaos Random 1% Increases Electricity damage dealt by the tower for 45 seconds. ELECTRICITY ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Universal Focus 5 Yes R15: Chaos Random 1% Increases Universal damage dealt by the tower for 45 seconds. UNIVERSAL ACTIVE INSTANT DAMAGE BUFF
Ultimate Module
Super Tower 5 Yes R15: Chaos Wave 100 Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%. ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED
Ultimate Module
W.I.N.C.E 5 R15: Chaos Beat Chaos Impossible without using any offensive modules. Significantly slows attackspeed but provides small chance to insta-kill attackers. The WootImNoob Incredible Novel Complete and Efficient module. REACTIVE NEUTRAL DAMAGE COMMUNITY

Laboratory

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags
Offensive Module
Fire Taste 5 Experiment: Fire 100°C Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. FIRE DAMAGE
Offensive Module
Fire Breath 250 Experiment: Fire 3,000°C Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage. FIRE CHANCE AREA DAMAGE
Offensive Module
Combustion 5 Experiment: Fire 75,000°C Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies. FIRE CHANCE DAMAGE
Defensive Module
Shield of Fire 5 Experiment: Fire 950,000°C Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower. FIRE REACTIVE DAMAGE
Offensive Module
Incineration 250 Experiment: Fire 5,000,000°C
(5M°C or 5e6°C)
Increases Fire damage based on the current hitpoint percentage of the primary target. FIRE DAMAGE
Offensive Module
Water Taste 5 Experiment: Water 50L (15°C) Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. WATER DAMAGE
Defensive Module
Frost Nova 5 Yes Experiment: Water 75L (0°C) Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds. ACTIVE INSTANT AREA STUN DEBUFF
Defensive Module
Shield of Frost 5 Experiment: Water 200L (-10°C) Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again. REACTIVE SLOW DEBUFF
Offensive Module
Shatter 5 Experiment: Water 500L (-20°C) Increases water damage dealt against stunned or frozen enemies. WATER DAMAGE STUN
Offensive Module
Extinguish 5 Experiment: Water 1000L (-22°C) Provides a chance to instantly destroy a fire enemy on an attack. CHANCE DAMAGE FIRE
Ultimate Module
Glacier Spikes 50 Yes Experiment: Water 2500L (-40°C) Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds. WATER ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF
Special Module
Absolute Zero 1 Experiment: Water 100L (-273°C) Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. Why did you go that far? TIME
Offensive Module
Nature Taste 5 Experiment: Nature 3 Plants Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. NATURE DAMAGE
Defensive Module
Adaptive Regeneration 10 Experiment: Nature 6 Plants Automatically repairs the tower by an amount based on its maximum hitpoints. HEALTH REGENERATION
Defensive Module
Shield of Nature 5 Experiment: Nature 9 Plants Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration. REACTIVE HEALTH REGENERATION
Offensive Module
Violent Seeds 5 Yes Experiment: Nature 12 Plants Continuously increases the towers Nature damage until the end of the duration. NATURE ACTIVE INSTANT BUFF
Ultimate Module
Rejuvenate 5 Experiment: Nature 16 Plants Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration. HEALTH REGENERATION
Offensive Module
Gaia's Path 250 Experiment: Nature 22 Plants Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets. NATURE AREA DAMAGE
Offensive Module
Nature's Wrath 100 Experiment: Nature 26 Plants Amplifies Nature projectile damage dealt against Neutral enemies. NEUTRAL DAMAGE
Offensive Module
Daybloom 5 Experiment: Nature 30 Plants Applies a part of module and damage factor related Light damage bonus to Nature damage as well. NATURE LIGHT DAMAGE
Offensive Module
Gigantic vines 5 Yes Experiment: Nature 35 Plants Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them. NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF
Offensive Module
Earth Taste 5 Experiment: Earth 1,750 kg/m³ Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. EARTH DAMAGE
Defensive Module
Steel Foundation 250 Experiment: Earth 6,000 kg/m³ A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage. EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE
Defensive Module
Gravel 5 Experiment: Earth 30,000 kg/m³ Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage. REACTIVE STUN BLOCK
Defensive Module
Titanium Hull 100 Yes Experiment: Earth 125,000 kg/m³ Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds. ACTIVE INSTANT ARMOR RESISTANCE BUFF
Ultimate Module
Avalanche 5 Experiment: Earth 2.5M kg/m³
(2.5e6 kg/m³)
Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1. EARTH DAMAGE
Offensive Module
Earthquake 250 Yes Experiment: Earth 55M kg/m³
(55e6 kg/m³)
Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth. EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF
Offensive Module
Electricity Taste 5 Experiment: Electricity 5000 J Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. ELECTRICITY DAMAGE
Offensive Module
Lightning 250 Yes Experiment: Electricity 250000 J Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds. ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF
Defensive Module
Overcharge 5 Experiment: Electricity 1.25M J

(1.25e6 J)

Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy. ELECTRICITY REACTIVE ATTACKSPEED
Defensive Module
Transformator 5 Experiment: Electricity 50M J

(50e6 J)

Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy. ELECTRICITY SHIELD
Defensive Module
Shock ward 5 Yes Experiment: Electricity 1B J

(1e9 J)

Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing. ACTIVE GROUND STUN DEBUFF
Offensive Module
Darkness Taste 5 Experiment: Darkness 5 Particles Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. DARKNESS DAMAGE
Defensive Module
Heartstopper Aura 5 Experiment: Darkness 15 Particles Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness. DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
Defensive Module
Shield of Darkness 250 Experiment: Darkness 30 Particles Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive. DARKNESS REACTIVE BLOCK
Defensive Module
Unholy Aura 30 Experiment: Darkness 50 Particles Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type. DARKNESS FIRE EARTH NATURE AURA DEBUFF
Offensive Module
Unholy Missile 250 Experiment: Darkness 75 Particles Increases the damage based on the current missing hitpoint percentage of the primary target. DARKNESS DAMAGE
Offensive Module
Light Taste 5 Experiment: Light 1 Image Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. LIGHT DAMAGE
Defensive Module
Dispel 5 Yes Experiment: Light 3 Images Removes a negative buff from the tower. ACTIVE INSTANT
Defensive Module
Dryness Aura 30 Experiment: Light 5 Images Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type. LIGHT WATER AIR ELECTRICITY AURA DEBUFF
Utility Module
Recharge 5 Yes Experiment: Light 10 Images Instantly refills the towers energy to 100%. ACTIVE INSTANT ENERGY
Offensive Module
Air Taste 5 Experiment: Air 202,650 Pa Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. AIR DAMAGE
Defensive Module
Shield of Air 5 Experiment: Air 1.01M Pa
(1.01e6 Pa)
Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive. REACTIVE BLOCK
Offensive Module
Air Slice 250 Experiment: Air 5.07M Pa
(5.07e6 Pa)
Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed. CHANCE AREA DAMAGE SLOW DEBUFF
Defensive Module
Simple Evasion 250 Experiment: Neutral 50 Provides the tower a small chance to fully negate incoming damage. REACTIVE BLOCK
Offensive Module
Lifesteal 250 Experiment: Neutral 2,500 Converts a part of the attack damage dealt back to health for the tower. HEALTH LIFESTEAL
Offensive Module
Impetus 5 Experiment: Neutral 10,000 Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. DAMAGE
Defensive Module
Reflect 5 Experiment: Neutral 20,000 Damages attackers by a part of their own attackdamage. NEUTRAL REACTIVE DAMAGE
Defensive Module
Defiance 5 Experiment: Neutral 125,000 Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds. REACTIVE BLOCK STUN DEBUFF
Offensive Module
Critical Strike 5 Experiment: Neutral 6.5M (6.5e6) Provides a chance to deal more damage on an attack. CHANCE DAMAGE
Offensive Module
Universal Attack 250 Experiment: Universal >= 1.5G Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements. UNIVERSAL DAMAGE
Offensive Module
Emergency Critical 250 Experiment: Universal >= 1.8G Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance. CHANCE DAMAGE
Ultimate Module
Universal Shield 5 Experiment: Universal <= -0.5G Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked. REACTIVE BLOCK
Defensive Module
Temporal Barrier 5 Yes Experiment: Universal <= -1.75G Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run. ACTIVE INSTANT REACTIVE BLOCK BUFF
Ultimate Module
Lucky Shot 100 Experiment: Gems 1 Stack (9 grids) Provides a small chance to multiply your damage by an amount on an attack. DAMAGE
Defensive Module
Phasing 5 Experiment: Gems 5 Stacks (45 grids) A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0. REACTIVE BLOCK
Defensive Module
Generic Resistance 10 Experiment: Exotic 1 Fabric of reality Reduce any incoming damage by a percentage based amount. RESISTANCE
Ultimate Module
Division Shield 250 Experiment: Exotic 1000 Fabrics of reality Divides incoming damage by a fixed amount. Affects all damage types. REACTIVE BLOCK

Arcade

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags
Offensive Module
Death Wish 250 Arcade: Lucky Wheel Increases outgoing damage by a certain % and incoming damage by half of that amount. DAMAGE WEAKEN
Offensive Module
Desperado 250 Yes Arcade: Lucky Wheel Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times. NEUTRAL ACTIVE INSTANT AREA DAMAGE
Defensive Module
Strike Back 5 Arcade: Lucky Wheel Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%. REACTIVE ATTACKSPEED BUFF
Utility Module
Energy Recycling 5 Arcade: Lucky Wheel Reduces the energy cost of all modules that require energy. ENERGY COST
Offensive Module
Redirect 5 Yes Arcade: Lucky Wheel Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time. ELECTRICITY ACTIVE INSTANT BUFF
Defensive Module
Refined Armor 50 Arcade: Lucky Wheel Multiplies each armor type of the tower by a constant value. NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT ARMOR
Ultimate Module
Power of the Cat 5 Arcade: Jumble Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect. REACTIVE BLOCK
Offensive Module
Fracture 100 Yes Arcade: Jumble Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor. ACTIVE INSTANT BUFF RESISTANCE DAMAGE
Utility Module
Neutral Response 5 Yes Arcade: Jumble Turns all non-neutral enemies on the map into neutral type enemies. NEUTRAL ACTIVE INSTANT
Ultimate Module
Void 5 Yes Arcade: Jumble Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it. NEUTRAL ACTIVE AREA NEUTRAL
Special Module
Reboot 1 Yes Arcade: Jumble Sets the current hitpoints of the tower to EXACTLY 1 ACTIVE INSTANT HEALTH
Special Module
Rak's Curse 1 Yes Arcade: Adventure Hint:[̴̛̤̠0̶̮͚̚]̶̡͙̉
On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. Rak created this curse with the power of lost savegames.

Note: The buff lasts until the round ends.

COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION
Offensive Module
Immolation 250 Yes Arcade: Perfect Space Beat Perfect Space with Railgun Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers. FIRE ACTIVE TOGGLEABLE DAMAGE
Defensive Module
Aura Enhancement 250 Arcade: Perfect Space Beat Perfect Space with Rocket Launcher Increases the radius of all aura modules for a certain amount of time. Every module with "aura" in its name is considered an aura. ACTIVE INSTANT AURA BUFF
Utility Module
Tactical Maneuver 250 Yes Arcade: Perfect Space Beat Perfect Space with Double Cannon Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time. ACTIVE INSTANT COOLDOWN BUFF
Defensive Module
Defense Overload 250 Arcade: Perfect Space Beat Perfect Space with Drones Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times. BUFF BLOCK SHIELD
Utility Module
Cooling Cell 100 Yes Arcade: Perfect Space Beat Perfect Space with Gatling Gun Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus. ACTIVE INSTANT COOLDOWN
Special Module
Borf 1 Arcade: Perfect Space Beat Perfect Space with Gauss Cannon Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100% COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN
Legendary Module
Daigoparry 5 Arcade: Secret Secret:

Parry the next 15 hits that would kill you REACTIVE BLOCK

Mine

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags
Utility Module
Awareness 5 Yes Mine: Second Floor Random 1% [1] Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.) ACTIVE INSTANT XP BUFF
Ultimate Module
Radar 10 Yes Mine: Second Floor Random 0.5% [1] Doubles the tower's attack range for a certain amount of time. ACTIVE INSTANT RANGE BUFF
Defensive Module
Checkerboard Aura 30 Mine: Second Floor Random 0.5% [1] Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type. NEUTRAL UNIVERSAL AURA DEBUFF
Defensive Module
Magical Orbs 5 Yes Mine: Second Floor Random 0.5% [1] Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds. ACTIVE INSTANT STUN DEBUFF

Challenges

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags
Offensive Module
Phoenix Bounce 250 Challenge: 1-1 Challenge Completion Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times. FIRE AREA DAMAGE
Defensive Module
Stab Prevention 5 Challenge: 1-3 Challenge Completion Provides a chance to block incoming damage from assassins regardless of their elemental type. REACTIVE BLOCK ASSASSIN
Offensive Module
Planned Strike 5 Challenge: 1-4 Challenge Completion Every 10 attack deals more damage. Switching targets does not reset the counter. DAMAGE
Special Module
Universal 1 Challenge: 1-5 Challenge Completion Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9 UNIVERSAL ELEMENT ARMOR
Defensive Module
Forest Gift 5 Challenge: 1-6 Challenge Completion Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value. NEUTRAL FIRE EARTH NATURE RESISTANCE
Utility Module
Energy Flow 5 Challenge: 2-2 Challenge Completion Reduces the cooldown of active modules. REGENERATION
Offensive Module
Headhunting 250 Challenge: 2-3 Challenge Completion Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses. DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK
Defensive Module
Advanced Heal 5 Yes Challenge: 2-4 Challenge Completion Instantly refills a percentage of the tower's maximum hitpoints. ACTIVE INSTANT HEALTH
Defensive Module
Sandstorm 20 Yes Challenge: 2-5 Challenge Completion Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map. ACTIVE INSTANT SLOW DEBUFF
Defensive Module
Desert Gift 5 Challenge: 2-6 Challenge Completion Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value. NEUTRAL LIGHT FIRE EARTH RESISTANCE
Defensive Module
Snowstorm 20 Yes Challenge: 3-2 Challenge Completion Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second. WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE
Ultimate Module
Mjölnir 250 Challenge: 3-5 Challenge Completion Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. ELECTRICITY
Defensive Module
Winter Gift 250 Challenge: 3-6 Challenge Completion Reduces the total duration of negative buffs. Stuns also count as negative buffs. DEBUFF
Defensive Module
Aftershock 20 Challenge: 4-3 Challenge Completion Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering. DEBUFF STUN
Ultimate Module
Tremors 10 Yes Challenge: 4-4 Challenge Completion Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1. ACTIVE INSTANT STUN AREA
Offensive Module
Poison Sting 100 Challenge: 4-5 Challenge Completion Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further. NATURE DAMAGE
Defensive Module
Underground Gift 250 Challenge: 4-6 Challenge Completion Reduce the duration of stuns inflicted to the owner. STUN
Special Module
Molten Core 1 Challenge: 5-2 Challenge Completion Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1 FIRE ARMOR ELEMENT
Defensive Module
Heatwave 250 Challenge: 5-4 Challenge Completion Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire. FIRE DEBUFF DAMAGE
Defensive Module
Rain Of Ashes 250 Yes Challenge: 5-5 Challenge Completion Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking. ACTIVE INSTANT DEBUFF ATTACKRANGE
Offensive Module
Volcano Gift 250 Challenge: 5-6 Challenge Completion Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts. FIRE DAMAGE
Defensive Module
Storm Aura 100 Challenge: 6-2 Challenge Completion Reduces the attack range of nearby non-Boss enemies. ATTACKRANGE DEBUFF AURA
Special Module
Aero Core 1 Challenge: 6-4 Challenge Completion Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 4 AIR ARMOR ELEMENT
Offensive Module
Stampede 250 Yes Challenge: 6-5 Challenge Completion Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact. Goats might jump over enemies without touching them! AIR ACTIVE INSTANT DAMAGE
Offensive Module
High Mountain Gift 250 Challenge: 6-6 Challenge Completion Increases the area of effect of all active modules by a specific amount AOE SPELLS
Defensive Module
Monsoon Aura 100 Challenge: 7-2 Challenge Completion Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies. ATTACKRANGE DEBUFF AURA
Defensive Module
Gaia's Protection 250 Yes Challenge: 7-4 Challenge Completion Reduces the duration of debuffs by 100% for a specific amount of time. ACTIVE INSTANT BUFF DEBUFF
Utility Module
Return to Monkey 250 Yes Challenge: 7-5 Challenge Completion Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature. Type priority: 5 NATURE ACTIVE INSTANT COOLDOWN BUFF
Utility Module
Jungle Gift 250 Challenge: 7-6 Challenge Completion Reduces the energy cost of active Defensive modules. ENERGY COST DEFENSIVE
Special Module
Magnetic Core 1 Challenge: 8-4 Challenge Completion Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others. Type Priority: 8 ELECTRICITY ARMOR ELEMENT
Defensive Module
Battery Foundation 250 Challenge: 8-5 Challenge Completion A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets. ELECTRICITY HEALTH DAMAGE
Offensive Module
Metallic Ruins Gift 250 Challenge: 8-6 Challenge Completion Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts. ELECTRICITY DAMAGE
Utility Module
Low Tide 250 Challenge: 9-1 Challenge Completion Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%. ENERGY COST ULTIMATE COOLDOWN
Utility Module
High Tide 250 Challenge: 9-2 Challenge Completion Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%. ENERGY COST ULTIMATE COOLDOWN
Offensive Module
Shoreline Boost 250 Yes Challenge: 9-4 Challenge Completion Provides a bonus multiplier to outgoing Earth damage but divides outgoing Water damage by the same amount. Can be toggled to instead divide outgoing Earth damage and multiply outgoing Water damage. TOGGLEABLE WATER EARTH DAMAGE
Utility Module
Beach Gift 5 Challenge: 9-6 Challenge Completion Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave. REGENERATION ENERGY
Defensive Module
Diver's Shield 25 Challenge: 10-2 Challenge Completion Provides a 25% change whenever any active module is being used to make the Tower immune to water damage for a certain amount of time. INSTANT BUFF BLOCK WATER
Offensive Module
Aquatic Absorption 250 Challenge: 10-4 Challenge Completion Whenever a Water enemy is being destroyed the owner of this module has a 24.9% chance to refill a percentage based amount of their shield. SHIELD
Special Module
Ocean Core 1 Challenge: 10-5 Challenge Completion Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others. Type Priority: 2 WATER ARMOR ELEMENT
Defensive Module
Ocean Gift 250 Challenge: 10-6 Challenge Completion Multiplies the maximum hitpoints of the Tower. HEALTH
Offensive Module
Neutral Crit 250 Challenge: 11-2 Challenge Completion Provides a chance to multiply your projectile's Neutral damage. CHANCE NEUTRAL DAMAGE
Offensive Module
Anti-Neutral Crit Challenge: 11-2 Challenge Completion Provides a chance to multiply your damage against Neutral enemies by max(4, tier-1). CHANCE NEUTRAL DAMAGE
Offensive Module
Neutral Burst 250 Challenge: 11-4 Challenge Completion Provides the Tower a 20% chance to deal additional Neutral damage on attack. DAMAGE NEUTRAL CHANCE
Defensive Module
Neutral Block 250 Challenge: 11-4 Challenge Completion Provides a chance to fully block incoming Neutral damage. CHANCE BLOCK NEUTRAL
Offensive Module
Neutral Taste 250 Challenge: 11-5 Challenge Completion Deals additional damage of type Neutral based on a percentage of the total damage dealt. Damage of Taste modules can not be further amplified. DAMAGE NEUTRAL
Defensive Module
Neutral Resistance 5 Challenge: 11-5 Challenge Completion Reduces incoming Neutral damage by a percent based amount. RESISTANCE NEUTRAL
Ultimate Module
Neutral Gift 250 Challenge: 11-6 Challenge Completion Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by half of the amount. DAMAGE NEUTRAL
Ultimate Module
Unholy Cloak 100 Yes Challenge: 12-2 Challenge Completion Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount. ACTIVE INSTANT BUFF BLOCK DARKNESS
Ultimate Module
Grim Reaper 250 Yes Challenge: 12-4 Challenge Completion Provides a 25+((tier-1)/4)% chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies. ACTIVE GROUND AREA
Special Module
Soul Core 1 Challenge: 12-5 Challenge Completion Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 7 DARKNESS ARMOR ELEMENT
Utility Module
Dark Realm Gift 250 Challenge: 12-6 Challenge Completion Reduces the energy cost of active offensive modules. ENERGY COST OFFENSIVE
Ultimate Module
Sky Blessing 250 Challenge: 13-2 Challenge Completion Provides a small chance to become invulnerable for 0.5 seconds against all types of damage when taking air or light damage. BUFF BLOCK LIGHT AIR
Special Module
Angelic Core 1 Challenge: 13-5 Challenge Completion Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others. Type Priority: 6 LIGHT ARMOR ELEMENT
Utility Module
Heaven Gift 250 Challenge: 13-6 Challenge Completion Multiplies the max. energy amount of the owner by 1.1tier. Has no effect if the owner has no energy at all. ENERGY
Offensive Module
Universal Crit 250 Challenge: 14-2 Challenge Completion Provides a chance to multiply your projectile's universal damage. CHANCE UNIVERSAL DAMAGE
Offensive Module
Anti-Universal Crit 250 Challenge: 14-2 Challenge Completion Provides a chance to multiply your damage against universal enemies by max(4, tier-1). CHANCE UNIVERSAL DAMAGE
Offensive Module
Universal Burst 250 Challenge: 14-4 Challenge Completion Provides the tower a 20% chance to deal additional universal damage on an attack. DAMAGE UNIVERSAL CHANCE
Defensive Module
Universal Block 250 Challenge: 14-4 Challenge Completion Provides a chance to fully block incoming universal damage. CHANCE BLOCK UNIVERSAL
Defensive Module
Universal Resistance 5 Challenge: 14-5 Challenge Completion Reduces incoming universal damage by a percent based amount. RESISTANCE UNIVERSAL
Ultimate Module
Universe Gift 250 Challenge: 14-6 Challenge Completion Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95. DAMAGE
Utility Module
Crate of Rex 250 Yes Challenge: 15-2 Challenge Completion Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around. TOGGLEABLE RESOURCES XP
Ultimate Module
Captain's Reflect 250 Yes Challenge: 15-4 Challenge Completion Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds. ACTIVE REFLECT
Ultimate Module
Something 100 Yes Challenge: 15-5 Challenge Completion Spawns something. Anything that touches something will die. ACTIVE GROUND DEATH
Legendary Module
Chaos Gift 250 Challenge: 15-6 Challenge Completion Provides a 1+((tier-1)/4)% chance to cast an active module with a ground target a second time at a random location within the caster's attack range with no additional cost. The second cast does not trigger any modules that react to active modules. GROUND CHANCE

Boss Artifacts

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags
Defensive Module
Energy Sphere 250 Yes Boss 1 Artifact: Energy Sphere Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower. TOGGLEABLE REFLECT ENERGY
Defensive Module
Metal Plating 5 Boss 2 Artifact: Metal Plating A certain amount of electricity damage is prevented and instead dealt to a nearby enemy. ELECTRICITY REACTIVE DAMAGE BLOCK
Offensive Module
Toxic Piranha Ivy 100 Yes Boss 2 Artifact: Vine Monster Spawns a poisonous vine that emits a highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds. NATURE
Offensive Module
Fire Bomb 250 Yes Boss 3 Artifact: Incendiary Device Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius. FIRE ACTIVE GROUND AREA DAMAGE

Other

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags
Legendary Module
Bluecat's Harmonizer 250 Hint: [8]
Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the Tower's max. energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower. DAMAGE COOLDOWN COST COMMUNITY

Era

Difficulty icon.png Warning: This section contains spoilers about Era content.

ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"

Type Name Max. Tier Active Unlock Location How or Base Chance to Unlock Description Tags
Ultimate Module
Bulwark 5 ERA Experiment: Neutral 2% Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000. NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR
Ultimate Module
Neutral Amplifier 5 ERA Experiment: Neutral 4% Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies. NEUTRAL
Defensive Module
Shield Amplifier 5 ERA Experiment: Neutral 6% Multiplies the maximum shieldpoints of the tower by a constant factor. SHIELD
Utility Module
XP Bonus 25 ERA Experiment: Neutral 3% Increases the amount of experience gained for destroying enemies. XP
Utility Module
Pressurize 250 ERA Experiment: Neutral 5% Provides a chance to turn destroyed enemies into some gems. GEMS CHANCE
Defensive Module
Fiery Aura 250 ERA Experiment: Fire 4% Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount. FIRE AURA DAMAGE
Offensive Module
Solar Strike 5 ERA Experiment: Fire 5% Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element. NATURE CHANCE DAMAGE
Offensive Module
Ice Breath 250 ERA Experiment: Water 4% Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds. WATER CHANCE AREA STUN DEBUFF
Offensive Module
Frost Splash 5 ERA Experiment: Water 5% Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects. CHANCE AREA SLOW
Defensive Module
Tideshift 5 Yes ERA Experiment: Water 2% Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears. ACTIVE INSTANT SLOW DEBUFF
Ultimate Module
Stoneskin 5 ERA Experiment: Earth 3% Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well. REACTIVE STUN
Defensive Module
Advanced Shield 250 ERA Experiment: Earth 2% Provides the tower with an advanced shield, but disables health regeneration. SHIELD REGENERATION
Offensive Module
Shockwave 250 Yes ERA Experiment: Earth 4% Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way. EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF
Ultimate Module
Growth 5 ERA Experiment: Nature 3% Increases the maximum hitpoints over time. HEALTH
Ultimate Module
Photosynthesis 50 ERA Experiment: Nature 4% Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round. NATURE LIGHT
Ultimate Module
Stream of Life 5 Yes ERA Experiment: Nature 1% Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff. NATURE ACTIVE INSTANT DAMAGE BUFF
Ultimate Module
Conductor 5 ERA Experiment: Electricity 3% Converts a part of the incoming damage to shield points. REACTIVE SHIELD
Offensive Module
Relay 5 ERA Experiment: Electricity 2% Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy. ELECTRICITY CHANCE AREA
Ultimate Module
Hurricane 5 Yes ERA Experiment: Air 2% Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%. AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF
Defensive Module
Whirlwind Aura 5 ERA Experiment: Air 3% Slows the attackspeed of nearby enemies. SLOW DEBUFF AURA
Offensive Module
Dark Sacrifice 5 Yes ERA Experiment: Darkness 2% Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time DARKNESS ACTIVE INSTANT BUFF
Offensive Module
Google's Influence 250 Yes ERA Experiment: Darkness 1% Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain "spells" (active modules), "passive" (passive area effects) and "auras" (modules with aura in their name). Starts off with "spells". Google_HQ's influence made this module suddenly appear. ACTIVE INSTANT BUFF AREA AURA COMMUNITY
Ultimate Module
Immortality Shield 5 Yes ERA Experiment: Light 1% Completely nullifies any incoming damage for a certain amount of time. ACTIVE INSTANT BLOCK BUFF
Utility Module
Refresh 5 Yes ERA Experiment: Light 2% Resets the cooldown of all other modules when used. ACTIVE INSTANT COOLDOWN
Defensive Module
Magical Protection 5 ERA Experiment: Light 6% Removes a negative buff once in a while. AURA
Defensive Module
Generic Armor 100 ERA Experiment: Universal 5% Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%. UNIVERSAL ARMOR
Ultimate Module
Gravitational Impact 5 ERA Experiment: Universal 2% Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal. UNIVERSAL DAMAGE
Ultimate Module
Unfolding 5 ERA Experiment: Universal 2% Increases the maximum shieldpoints over time. SHIELD
Ultimate Module
Knight's Boost Of Power 5 ERA Experiment: Universal 1% This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. By KnightJR TOGGLEABLE ATTACKSPEED RANGE COMMUNITY
Ultimate Module
Focused Multishot 5 ERA Experiment: Universal 1% Provides a chance to attack all units around the primary target. AREA
Ultimate Module
Super Tower 2 5 Yes ERA Experiment: Universal 1% Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4. ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF
Utility Module
Magical Stone of Floof 100 Yes
Hint: [2]
Increases resources gained from destroyed enemies and from the module Transmute. Floof created this module by controlling chaos. COMMUNITY ACTIVE RESOURCES INSTANT
Legendary Module
Kit's Toolkit 250 Hint: [5]
Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1. DAMAGE
Defensive Module
Gnarly Obsidian 250 R05: Volcano Hint: [6]
Passively multiplies Fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds. FIRE COMMUNITY ARMOR STUN BLOCK
Legendary Module
Confusion Field 250 Yes Hint: [7]
All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15sec. radius depends on tier. ACTIVE AREA CONTROL COMMUNITY
Ultimate Module
Dice of Fate 5 Boss 4 Artifact: Dice of Fate Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff. BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN

Infinity

Difficulty icon.png Warning: This section contains spoilers about Infinity content.

All Infinity modules are unlocked on the Infinity Grid, with the only exceptions being Infinity Foundation and Infinity Attack. All infinity modules have only 1 Tier. The infinity grid starts in the center with Infinity Foundation (indicated by 13 on the map below), and can be traversed outwards in four directions.

Infinity Grid Map
1 2
3
4 5 6
7 8 9
10 11 12 13 14 15
16 17 18 19 20
21 22 23
24 25
26 27 28
Type Name Max. Tier Active Grid Location Unlock Cost Description Tags
Ultimate Module
Super Tower 3 Yes 1 Offensive Module Fragment 100000

Defensive Module Fragment 40000

Utility Module Fragment 10000

Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100. ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF
Defensive Module
Power Conversion 2 Utility Module Fragment 200000

Ultimate Module Fragment 75000

Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active! REACTIVE ENERGY INFINITY
Defensive Module
Quantum Fading 3 Defensive Module Fragment 50000

Utility Module Fragment 50000

Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality. REACTIVE BLOCK BUFF INFINITY
Ultimate Module
Eternal Wall 4 Defensive Module Fragment 500000 Tremendously increases the hitpoints of the tower by raising them to a specific power. HEALTH INFINITY
Offensive Module
Infinity Burst 7 Offensive Module Fragment 12500

Defensive Module Fragment 12500

Utility Module Fragment 1000

Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present). INFINITY DAMAGE CHANCE
Offensive Module
Quantum Speed 10 Offensive Module Fragment 100000

Defensive Module Fragment 20000

Ultimate Module Fragment 2500

Provides the tower with the ability to reach much higher attack speed. INFINITY ATTACKSPEED
Offensive Module
Storm Synergy 11 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa. WATER AIR INFINITY DAMAGE
Offensive Module
Infinity Splash 8 Offensive Module Fragment 2500

Utility Module Fragment 1000

Ultimate Module Fragment 1000

Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage. NEUTRAL CHANCE AREA INFINITY DAMAGE
Special Module
Infinity Shield 12 Defensive Module Fragment 50 Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped. INFINITY SHIELD
Special Module
Infinity Foundation 13 N/A, Unlocked at Infinity 1 Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8. INFINITY HEALTH
Offensive Module
Infinity Attack 14 N/A, Unlocked at Infinity 1 An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance. INFINITY DAMAGE
Offensive Module
Infinity Crit 9 Offensive Module Fragment 1250

Defensive Module Fragment 100

Ultimate Module Fragment 25

Provides a chance to raise an enemies health to the power of 0.9. CHANCE INFINITY DAMAGE
Ultimate Module
Infinity Range 6 Offensive Module Fragment 5000

Ultimate Module Fragment 250

Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively. RANGE INFINITY
Offensive Module
Void Synergy 5 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa. LIGHT DARKNESS INFINITY DAMAGE
Offensive Module
Gaia Synergy 15 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa. EARTH NATURE INFINITY DAMAGE
Ultimate Module
Deep Slumber 17 Offensive Module Fragment 50000

Utility Module Fragment 30000

Ultimate Module Fragment 250000

Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time. STUN CHANCE INFINITY
Offensive Module
Omega Synergy 16 Offensive Module Fragment 1000000

Defensive Module Fragment 1000

Utility Module Fragment 1000

Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa. NEUTRAL UNIVERSAL INFINITY DAMAGE
Utility Module
Condense 20 Utility Module Fragment 250

Ultimate Module Fragment 50

Provides a small change to receive an exotic gem from destroying a Boss enemy. CHANCE EXOTICS BOSS INFINITY
Offensive Module
Infinity Impetus 23 Offensive Module Fragment 750

Defensive Module Fragment 50

Ultimate Module Fragment 100

Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference. INFINITY DAMAGE
Offensive Module
Sun Synergy 22 Offensive Module Fragment 250

Defensive Module Fragment 30

Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa. FIRE ELECTRICITY INFINITY DAMAGE
Defensive Module
Death Aura 21 Offensive Module Fragment 2000

Defensive Module Fragment 5000

Ultimate Module Fragment 750

Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second. DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY
Offensive Module
Universal Infinity 24 Offensive Module Fragment 3333

Defensive Module Fragment 2222

Utility Module Fragment 1111

Deals Universal infinity damage. UNIVERSAL INFINITY DAMAGE
Ultimate Module
Serious Missile 25 Offensive Module Fragment 7500

Utility Module Fragment 2000

Ultimate Module Fragment 12500

An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds. DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY
Defensive Module
Quantum Defense 26 Defensive Module Fragment 10000

Utility Module Fragment 2500

Ultimate Module Fragment 2000

Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage. REACTIVE ENERGY BLOCK INFINITY
Defensive Module
Infinity Reflect 27 Offensive Module Fragment 50000

Defensive Module Fragment 50000

Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant. NEUTRAL REACTIVE DAMAGE INFINITY
Ultimate Module
Snap of Destiny Yes 28 Offensive Module Fragment 100000

Defensive Module Fragment 100000

Utility Module Fragment 100000

Erases half of all enemies from the map. ACTIVE INSTANT AREA INFINITY DAMAGE
Special Module
Infinity Energy 18 Utility Module Fragment 300 Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped. ENERGY INFINITY
Special Module
Infinity Regeneration 19 Defensive Module Fragment 125

Utility Module Fragment 50

Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped. REGENERATION INFINITY

Undiscovered

Difficulty icon.png Warning: This section contains spoilers about undiscovered or hidden modules.

This section contains a list of modules that were added to the game whose exact unlock conditions have not yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available. (Table currently empty)

Type Name Max. Tier Active Unlock Location Unlock Condition Description Tags

Module DB

There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).

Trivia

  • Cost of Infinity modules was increased with Trading Post rework, and then changed entirely with the Infinity rework
  • There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
    • The "Nature's Touch" module used to be the only module with punctuation in its name.
  • Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'.
  • In one of the Beta versions, there was a module named "Test.Hp.Name" that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.
  • In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called "Snap of Destiny" which wasn't properly added into the game until 4 months after.
  • The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).
  • The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for Supporter Modules to be created, exclusive to the Divine Quasar tier, and limited to 1 module per person.
    • These modules have the #COMMUNITY tag.
    • Supporter Modules are made with the ideas from a supporter but they have to be "balanced or balance-able" and "non-game-breaking".
    • As of the current update, v0.29.0, there are 9 Supporter Modules in the game.
    • Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.
  • The Legendary Legendary Module module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.

Footnotes

  1. Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.
  2. Floof's Secret:
  3. Bude's Secret:
  4. Loso's Secret:
  5. Kit's Secret:
  6. Gnarly Obsidian:
  7. Confusion Field:
  8. Bluecat's Secret