Difference between revisions of "Arcade"
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− | + | {{Building|Tier=4|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}} | |
− | {{Building|Tier= | ||
[[File: Pink resource.png|left]] | [[File: Pink resource.png|left]] | ||
The '''Arcade''' is a building where you can play a small collection of arcade games. | The '''Arcade''' is a building where you can play a small collection of arcade games. | ||
Line 6: | Line 5: | ||
Playing the games will earn you tokens which you can turn in for prizes. | Playing the games will earn you tokens which you can turn in for prizes. | ||
{{clear|left}} | {{clear|left}} | ||
− | + | =Upgrades= | |
− | + | The Arcade has 4 levels, each unlocking a new minigame as follows: | |
− | + | Level 1 unlocks [[#Lucky Wheel|Lucky Wheel]] | |
− | |||
− | + | Level 2 unlocks [[#Jumble|Jumble]] | |
− | + | Level 3 unlocks [[#Adventure|Adventure]] | |
− | + | Level 4 unlocks [[#Perfect Space|Perfect Space]] | |
− | + | =Games= | |
− | ===Death | + | ==Lucky Wheel== |
+ | [[File:ArcadeLuckyWheel.png|thumb]] | ||
+ | Spin a wheel to receive whatever it lands on! | ||
+ | {| class="wikitable" | ||
+ | !Reward type!!Reward amount | ||
+ | |- | ||
+ | |Small resources||∞ | ||
+ | |- | ||
+ | |Medium resources||∞ | ||
+ | |- | ||
+ | |Large resources||∞ | ||
+ | |- | ||
+ | |Skillpoints||up to 100 | ||
+ | |- | ||
+ | |Artifact||none can be earned for now | ||
+ | |- | ||
+ | |Cards||15 cards, 6 tiers of each | ||
+ | |- | ||
+ | |Modules||6 modules | ||
+ | |- | ||
+ | |Tokens||∞ | ||
+ | |- | ||
+ | |Gems||∞ | ||
+ | |} | ||
+ | |||
+ | ===Modules=== | ||
+ | |||
+ | *{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Refined Armor]] | ||
+ | *{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Energy Recycling]] | ||
+ | *{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Strike Back]] | ||
+ | *{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Desperado]] | ||
+ | *{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Death Wish]] | ||
+ | *{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Redirect]] | ||
+ | |||
+ | ==Jumble== | ||
+ | [[File:ArcadeJumble.png|thumb]] | ||
+ | Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing. | ||
− | + | Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful. | |
− | + | On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board. | |
− | === | + | ===Modules=== |
− | + | *{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Void]] | |
+ | *{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Fracture]] | ||
+ | *{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Power of the Cat]] | ||
+ | *{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Neutral Response]] | ||
+ | *{{Module|Special|size=30px}} [[Modules#List_of_Modules|Reboot]] | ||
− | + | ==Adventure== | |
+ | [[File:ArcadeAdventure.png|thumb]] | ||
+ | Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards. | ||
− | === | + | ===Stats=== |
− | + | '''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game. | |
− | + | '''Sword(Attack)''': Base damage done per attack. | |
− | + | '''Shield(Defense)''': Reduces damage taken when being attacked. | |
− | + | '''Key''': Used for opening gates. | |
− | ''' | + | '''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns. |
− | |||
− | |||
− | == | + | ===Items=== |
+ | Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs. | ||
− | === | + | ====Chest Items==== |
− | |||
{| class="wikitable" | {| class="wikitable" | ||
− | !Reward type!!Reward amount | + | !Item Name |
+ | !Effect | ||
+ | !Minimum distance | ||
+ | !Item<br />Type | ||
+ | |- | ||
+ | |Map | ||
+ | |Shows the current room and adjacent 8 rooms.<br />Clicking the left arrow on the header shows the<br />full map, with green indicating cleared rooms. | ||
+ | |10 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Emerald Map | ||
+ | |Increases the chance of finding emeralds. | ||
+ | |50 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Compass | ||
+ | |Points to the starting room. | ||
+ | |2 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Ultra Key | ||
+ | |Opening doors no longer spend keys. | ||
+ | |80(drops from enemies) | ||
+ | |Key item | ||
+ | |- | ||
+ | |Lantern | ||
+ | |Allows you to see in and not get damaged<br />by darkness in distance 100+. | ||
+ | |95 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Boots of | ||
+ | Haste | ||
+ | |Makes moving faster. This reduces the time<br />between actions, so it also makes it easier<br />to double-move by accident. | ||
+ | |7 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Golden Heart | ||
+ | |Gives 1 extra heart from chests.<br />Can be obtained multiple times. | ||
+ | |40, then 1 more every 20 distance | ||
+ | |Key item | ||
+ | |- | ||
+ | |Market | ||
+ | |Unlocks a market where some items<br />can be bought with emeralds. | ||
+ | |10(very low droprate) | ||
+ | |Relic | ||
+ | |- | ||
+ | |Google's<br />Treasure Bag | ||
+ | |Increases the chance of finding tokens and skillpoints.<br /> It also increases the number of tokens. | ||
+ | |100(rare drop from mimics) | ||
+ | |Relic | ||
+ | |- | ||
+ | |Master Sword | ||
+ | |Sets your damage to 99. | ||
+ | |Top-right corner (256, you get this | ||
+ | after clearing the monsters) | ||
+ | |Relic | ||
+ | |- | ||
+ | |Master Armor | ||
+ | |Sets your armor to 99. | ||
+ | |Bottom-right corner (255, you get | ||
+ | this after clearing the monsters) | ||
+ | |Relic | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ====Emerald Shop Items==== | ||
+ | {| class="wikitable" | ||
+ | !Item<br />Name | ||
+ | !Effect | ||
+ | !Emerald<br />Cost | ||
+ | !Item<br />Type | ||
+ | |- | ||
+ | |EOD<br />Armor | ||
+ | |Bombs no longer damage you. | ||
+ | |21 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Thorns<br />Armor | ||
+ | |Deals 10% of incoming damage<br />(rounded up) back to the attacker. | ||
+ | |21 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Boots of<br />Phasing | ||
+ | |Allows you to walk through walls in cleared<br />rooms. Cleared rooms are rooms with no<br />chests and no enemies remaining. | ||
+ | |21 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Vampiric<br />Blade | ||
+ | |Killing an enemy restores 1 heart. | ||
+ | |39 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Voidforged<br />Impaler | ||
+ | |Deals additional 10% melee<br />damage that ignores armor. | ||
+ | |39 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Mana<br />Reaver | ||
+ | |Killing an enemy restores 1 mana. | ||
+ | |39 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Hammer | ||
+ | |Can be used to destroy rocks, as if they are doors. | ||
+ | |48 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Holy Bomb | ||
+ | |Bomb damage adjacent to bombs becomes full-strength<br />instead of half-strength, and bombs have a 10%<br />chance to not be consumed on use. | ||
+ | |99 | ||
+ | |Key item | ||
+ | |- | ||
+ | |Book of<br />Spells | ||
+ | |Unlocks spells and mana. | ||
+ | |99 | ||
+ | |Relic | ||
+ | |} | ||
+ | |||
+ | ===Cheats=== | ||
+ | Where you can increase your stats and unlock QoL features with arcade tokens. | ||
+ | {| class="wikitable" | ||
+ | !Name!!Cost!!Limit | ||
+ | |- | ||
+ | |Hearts +1||5 * 1.2<sup>lvl</sup>||99 | ||
+ | |- | ||
+ | |Armor +1||100 * 3.5<sup>lvl</sup>||50 | ||
+ | |- | ||
+ | |Key +1||20 * 1.2<sup>lvl</sup>||99 | ||
+ | |- | ||
+ | |Bombs +3||60 * 1.4<sup>lvl</sup>||99 | ||
+ | |- | ||
+ | |Loot Table||100||1 | ||
+ | |} | ||
+ | |||
+ | ===Rewards=== | ||
+ | You can see a list of rewards possible in the Loot Table tab, once unlocked. | ||
+ | {| class="wikitable" | ||
+ | !Reward type!!Reward amount!!Min. distance to drop | ||
+ | |- | ||
+ | |Resources||23000 per color||2 | ||
+ | |- | ||
+ | |Tokens||∞||1 | ||
+ | |- | ||
+ | |Gems||100||10 | ||
+ | |- | ||
+ | |Emeralds||3 (6)||20 | ||
+ | |- | ||
+ | |Skillpoints||1000||5 | ||
+ | |- | ||
+ | |Artifact||1||25 | ||
+ | |- | ||
+ | |Sword||varies||varies | ||
+ | |- | ||
+ | |Armor||varies||varies | ||
+ | |- | ||
+ | |Bombs||up to 99||2 | ||
+ | |- | ||
+ | |Cards(Not From This World)||6*5||10 | ||
+ | |- | ||
+ | |Cards(It's Dangerous to Go Alone)||6*5||20 | ||
+ | |- | ||
+ | |Cards(The Mighty Five)||6*4||30 | ||
+ | |- | ||
+ | |Cards(Boss 5)||6||50 | ||
+ | |} | ||
+ | |||
+ | Also, a card that hasn't been dropped ever will have its drop chance increased. | ||
+ | |||
+ | Skillpoints drop in groups of 200, the last one drops at distance 100 | ||
+ | |||
+ | Here is a list of max armor/sword obtainable from a certain distance. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !Distance!!Max. Armor!!Max Sword | ||
|- | |- | ||
− | | | + | |2||0||2 |
|- | |- | ||
− | | | + | |3-4||0||7 |
|- | |- | ||
− | | | + | |5-9||1||7 |
|- | |- | ||
− | | | + | |10-14||7||10 |
|- | |- | ||
− | | | + | |15-39||15||17 |
|- | |- | ||
− | | | + | |40-99||30||39 |
|- | |- | ||
− | | | + | |100-129||40||50 |
|- | |- | ||
− | | | + | |130-159||50||50 |
|- | |- | ||
− | | | + | |160-255||50||60 |
|} | |} | ||
+ | ===Technical=== | ||
+ | ====Enemy Stats==== | ||
+ | '''Enemy Count''': <code>round(d*0.1+3)</code> | ||
+ | |||
+ | '''Enemy Health''': <code>round(d*0.38+1)</code> | ||
+ | |||
+ | '''Enemy Armor''': <code>round(d*0.08)</code> | ||
+ | |||
+ | '''Enemy Attack''': <code>ceil(d*0.39), capped at 99</code> | ||
+ | |||
+ | All rounding would [https://en.wikipedia.org/wiki/Rounding#Round_half_to_even round half to even]. | ||
− | === | + | ====Order of Operation==== |
− | + | 1. Player action | |
− | + | This includes moving (<kbd>WASD</kbd>), waiting (<kbd>Space</kbd>) or placing bombs (<kbd>Q</kbd>). | |
− | [[ | + | |
− | + | Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate. | |
+ | |||
+ | Moving outside a room would move the player to the next room, and respawn all enemies in the room. | ||
+ | |||
+ | Moving towards a wall/rock has no effect. | ||
+ | |||
+ | 2. Bombs | ||
+ | |||
+ | All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes. | ||
+ | |||
+ | Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor. | ||
+ | |||
+ | Explosion will also damage yourself without the Eod Armor, using the same formula. | ||
+ | |||
+ | 3. Enemy action | ||
+ | |||
+ | All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you. | ||
+ | |||
+ | Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen. | ||
+ | |||
+ | Enemy moving order is (probably) based on the order they are spawned(and effectively a random order). | ||
− | ==== | + | ====Maze Generation==== |
− | + | The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms | |
− | + | Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles. | |
− | ' | + | Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5. |
− | + | Note that due to order of operation, enemies will move right after you enter a new room and spawn them. | |
− | + | ===Modules=== | |
− | = | + | *{{Module|Special|size=30px}} [[Modules#List_of_Modules|Rak's Curse]] |
− | |||
− | + | ==Perfect Space== | |
− | |||
[[File:PerfectSpace.png|thumb]] | [[File:PerfectSpace.png|thumb]] | ||
− | A space shooter game, where shooting asteroids and enemies increases score and experience. | + | '''To access it: Upgrade the arcade in the construction firm to tier IV(4)''' |
+ | |||
+ | (this section is mostly outdated because perfect space was reworked. please update this) | ||
+ | |||
+ | A space shooter game, where shooting asteroids and enemies increases score and grants experience. | ||
+ | |||
+ | ===Controls=== | ||
+ | Default keybinds: | ||
+ | |||
+ | *<kbd>A</kbd> or <kbd>D</kbd> : Move Left or Right | ||
+ | *<kbd>Space</kbd> : Shoot/Fire (can be held down) | ||
+ | *<kbd>E</kbd> : Toggle Autofire | ||
+ | *<kbd>Q</kbd> : Use Pilot Ability | ||
+ | *<kbd>W</kbd> : Use Ship Ability | ||
+ | *<kbd>S</kbd> : Toggle Upgrade Menu | ||
+ | *<kbd>Esc</kbd> : Toggle Pause | ||
+ | |||
+ | Keybinds may be changed via Settings > Controls > Arcade. | ||
+ | |||
+ | ===Spaceships=== | ||
+ | [[File:PerfectSpaceShips.png|thumb]] | ||
+ | There are 3 different spaceships you can choose from: | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Spaceship!!Unlock Condition!!Stats!!Ability!!Effect | ||
+ | |- | ||
+ | |Dragonfly||N/A (Starter Ship)||{{Nowrap|HP ★ ★ ★}}||Cloaking||Can't be targeted and receives less damage. | ||
+ | |- | ||
+ | |Juggernaut||Beat Boss with Dragonfly, or unlock for 5000 Tokens||{{Nowrap|HP ★ ★ ★ ★ ★}}||Impulse Engines||Movement speed and power are temporarily increased. | ||
+ | |- | ||
+ | |Reaper||Beat Boss with Juggernaut, or unlock for 5000 Tokens||{{Nowrap|HP ★}}||Adaptive Armor||Armor and health regeneration are temporarily increased. | ||
+ | |} | ||
+ | |||
+ | Your choice of Spaceship influences your base stats, namely Hitpoints. | ||
+ | |||
+ | ===Weapons=== | ||
+ | For every Spaceship there are 3 unique weapons to choose from: | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Spaceship!!Weapon!!Unlock Condition!!Type!!Stats!!Effect | ||
+ | |- | ||
+ | | rowspan="3" |Dragonfly | ||
+ | |Railgun | ||
+ | |N/A (Starter Weapon) | ||
+ | |Ballistic | ||
+ | |{{Nowrap|POW ★ ★ ★ ★}}<br />{{Nowrap|SPD ★ ★ ★}} | ||
+ | |Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health. | ||
+ | |- | ||
+ | |Pulse Laser | ||
+ | |Beat Boss with Railgun, or unlock for 10000 Tokens | ||
+ | |Energy | ||
+ | |{{Nowrap|POW ★ ★}}<br />{{Nowrap|SPD ★ ★ ★ ★}} | ||
+ | |A rapid-firing energy weapon capable of absorbing energy and stunning enemies. | ||
+ | |- | ||
+ | |Rocket Launcher | ||
+ | |Beat Boss with Pulse Laser, or unlock for 20000 Tokens | ||
+ | |Special | ||
+ | |{{Nowrap|POW ★ ★ ★}}<br />{{Nowrap|SPD ★ ★ ★}} | ||
+ | |Unleash explosive devastation with swift missiles, obliterating multiple targets. | ||
+ | |- | ||
+ | | rowspan="3" |Juggernaut | ||
+ | |Double Cannon | ||
+ | |N/A (Starter Weapon) | ||
+ | |Ballistic | ||
+ | |{{Nowrap|POW ★ ★}}<br />{{Nowrap|SPD ★ ★}} | ||
+ | |Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies. | ||
+ | |- | ||
+ | |Laser | ||
+ | |Beat Boss with Double Cannon, or unlock for 10000 Tokens | ||
+ | |Energy | ||
+ | |{{Nowrap|POW ★ ★ ★}}<br />{{Nowrap|SPD ★}} | ||
+ | |Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies. | ||
+ | |- | ||
+ | |Drones | ||
+ | |Beat Boss with Laser, or unlock for 20000 Tokens | ||
+ | |Special | ||
+ | |{{Nowrap|POW ★}}<br />{{Nowrap|SPD ★ ★}} | ||
+ | |Deploy autonomous drones aiding in combat with additional firepower and explosive abilities. | ||
+ | |- | ||
+ | | rowspan="3" |Reaper | ||
+ | |Gatling Gun | ||
+ | |N/A (Starter Weapon) | ||
+ | |Ballistic | ||
+ | |{{Nowrap|POW ★ ★ ★ ★}}<br />{{Nowrap|SPD ★ ★ ★ ★ ★}} | ||
+ | |Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot. | ||
+ | |- | ||
+ | |Plasma Cannon | ||
+ | |Beat Boss with Gatling Gun, or unlock for 10000 Tokens | ||
+ | |Energy | ||
+ | |{{Nowrap|POW ★ ★ ★ ★ ★}}<br />{{Nowrap|SPD ★ ★ ★ ★}} | ||
+ | |Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact. | ||
+ | |- | ||
+ | |Gauss Cannon | ||
+ | |Beat Boss with Plasma Cannon, or unlock for 20000 Tokens | ||
+ | |Special | ||
+ | |{{Nowrap|POW ★ ★ ★ ★ ★}}<br />{{Nowrap|SPD ★ ★ ★ ★}} | ||
+ | |Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation. | ||
+ | |} | ||
− | + | Your choice of Weapon influences both stats: Power, and Speed. | |
− | + | ===Pilots=== | |
+ | [[File:PerfectSpacePilots.png|thumb]] | ||
+ | There are 3 different Pilots you can choose from: | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Pilot!!Unlock Condition!!Weapon Passive!!Ability!!Effect | ||
+ | |- | ||
+ | |Captain||N/A (Starter Pilot)||Bonus to Ballistic||Shotgun||Overloads and fires the ship's weapon in a half circle. | ||
+ | |- | ||
+ | |Mechanic||Beat Boss with Captain, or unlock for 10000 Tokens||Bonus to Energy||Shield||Creates a shield around the ship. (Absorbs damage) | ||
+ | |- | ||
+ | |Securbot||Beat Boss with Mechanic, or unlock for 10000 Tokens||Bonus to Special||Overdrive||Increases ship's stats temporarily. | ||
+ | |} | ||
− | + | You may use any Pilot with any Spaceship. | |
− | + | ===Upgrades=== | |
[[File:PerfectSpaceUpgrades.png|thumb]] | [[File:PerfectSpaceUpgrades.png|thumb]] | ||
− | *''' | + | The upgrades menu is split into 4 sections: |
− | *''' | + | |
− | *''' | + | *'''Ship''', which includes 5 upgrades. |
− | *''' | + | *'''Pilot''' - 3 upgrades. |
− | *''' | + | *'''Weapon''' - also 3 upgrades. |
− | *''' | + | *'''Abilities''' - 5 upgrades, more about them below this section. |
− | *''' | + | |
− | + | ||
+ | The '''Ship''' category consists of 3 upgrades which are the same for each ship, weapon and pilot combo: | ||
+ | |||
+ | *'''Max. Health''' - Increases the ship's maximum hitpoints. | ||
+ | *'''Health Regeneration''' - Increases the ship's hitpoint regeneration. | ||
+ | *'''Mobility''' - Increases the ship's mobility. | ||
+ | |||
+ | The other 2 upgrades depend on the ship: | ||
+ | |||
+ | *For '''Dragonfly''' these upgrades are: | ||
+ | **'''Cloaking: Damage Reduction''' - Dragonfly takes less damage while cloaked. | ||
+ | **'''Cloaking: Duration''' - Increases Dragonfly's cloaking duration. | ||
+ | *For '''Juggernaut:''' | ||
+ | **'''Impulse Engines: Duration''' - Increases the duration of impulse engines. | ||
+ | **'''Impulse Engines: Cooldown''' - Reduces the cooldown of impulse engines. | ||
+ | *For '''Reaper:''' | ||
+ | **'''Adaptive Armor: Armor''' - Increases the armor received from adaptive armor. | ||
+ | **'''Adaptive Armor: Cooldown''' - Decreases the cooldown of adaptive armor. | ||
+ | |||
+ | |||
+ | Upgrades in the '''Pilot''' section depend only on what pilot you're using (obviously): | ||
+ | |||
+ | *With '''Captain''' the upgrades are: | ||
+ | **'''Shotgun: Projectiles''' - Increases the amount of projectiles on use. | ||
+ | **'''Shotgun: Power''' - Increases power converted to shotgun power. | ||
+ | **'''Shotgun: Cooldown''' - Reduces the cooldown of shotgun. | ||
+ | *With '''Mechanic:''' | ||
+ | **'''Shield: Amount''' - Increases the shield's size. | ||
+ | **'''Shield: Armor''' - Increases the ship's armor for a few seconds after skill activation. | ||
+ | **'''Shield: Cooldown''' - Reduces the cooldown of shield. | ||
+ | *With '''Securbot:''' | ||
+ | **'''Overdrive: Offensive''' - Increases the boost of overdrive for offensive ship stats. | ||
+ | **'''Overdrive: Defensive''' - Increases the boost of overdrive for defensive ship stats. | ||
+ | **'''Overdrive: Cooldown''' - Reduces the cooldown of overdrive. | ||
+ | |||
+ | |||
+ | Upgrades in the '''Weapon''' section depend on your selected weapon: | ||
+ | |||
+ | *All weapons have a '''Power''' upgrade, which increases their damage. | ||
+ | *Per-weapon upgrades, besides '''Power:''' | ||
+ | **'''Railgun:''' | ||
+ | ***'''Projectile Size''' - Increases the projectiles' size. | ||
+ | ***'''Weapon Cooldown''' - Decreases weapon fire cooldown. | ||
+ | **'''Pulse Laser:''' | ||
+ | ***'''Energy Regeneration''' - Increases the weapon's energy regeneration. | ||
+ | ***'''Weapon Cooldown''' - Decreases weapon fire cooldown. | ||
+ | **'''Rocket Launcher:''' | ||
+ | ***'''Explosion Damage''' - Increases how much power is converted to explosion damage. | ||
+ | ***'''Ammunition Regeneration''' - Reduces the time needed to generate new ammunition. | ||
+ | **'''Double Cannon:''' | ||
+ | ***'''Projectile Size''' - Increases the projectiles' size. | ||
+ | ***'''Weapon Cooldown''' - Decreases weapon fire cooldown. | ||
+ | **'''Laser:''' | ||
+ | ***'''Energy Regeneration''' - Increases the weapon's energy regeneration. | ||
+ | ***'''Energy Consumption''' - Reduces the amount of energy needed to fire the weapon. | ||
+ | **'''Drones:''' | ||
+ | ***'''Drone Regeneration''' - Increases how fast new drones are produced. | ||
+ | ***'''Weapon Cooldown''' - Decreases weapon fire cooldown. | ||
+ | **'''Gatling Gun:''' | ||
+ | ***'''Projectile Size''' - Increases the projectiles' size. | ||
+ | ***'''Weapon Cooldown''' - Decreases weapon fire cooldown. | ||
+ | **'''Plasma Cannon:''' | ||
+ | ***'''Energy Regeneration''' - Increases the weapon's energy regeneration. | ||
+ | ***'''Energy Regeneration Cooldown''' - Reduces the time needed before energy regeneration starts. | ||
+ | **'''Gauss Cannon:''' | ||
+ | ***'''Ammunition+''' - Increases the maximum ammunition. | ||
+ | ***'''Weapon Cooldown''' - Decreases weapon fire cooldown. | ||
+ | |||
+ | ===Abilities=== | ||
+ | Abilities depend on (1) the spaceship you are using | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !'''Ship'''!!Level 25<br>Ability | ||
+ | |- | ||
+ | |Dragonfly||Reactive | ||
+ | |- | ||
+ | |Juggernaut||Vampiric Maneuvers | ||
+ | |- | ||
+ | |Reaper||Distortion Field | ||
+ | |} | ||
+ | |||
+ | (2) the pilot | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Pilot!!Level 20<br />Ability!!Level 30<br /> Ability | ||
+ | |- | ||
+ | |Captain||Shotgun: No Cooldown||Marksmanship | ||
+ | |- | ||
+ | |Mechanic||Regenerative Hull||Electronics | ||
+ | |- | ||
+ | |Securbot||Overloaded||Engineering | ||
+ | |} | ||
+ | |||
+ | and (3) the type of weapon | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Weapon!!Level 5<br />Ability!!Level 10<br />Ability!!Level 15<br />Ability | ||
+ | |- | ||
+ | |Railgun (Dragonfly Ballistic)||Piercing||N/A||Kinetic Converter | ||
+ | |- | ||
+ | |Pulse Laser (Dragonfly Energy)||Energy Siphon||Stun Chance||N/A | ||
+ | |- | ||
+ | |Rocket Launcher (Dragonfly Special)||Free Ammunition||Volatile Payload||N/A | ||
+ | |- | ||
+ | |Double Cannon (Juggernaut Ballistic)||Piercing||Stun Chance||N/A | ||
+ | |- | ||
+ | |Laser (Juggernaut Energy)||Energy Siphon||Stun Chance||N/A | ||
+ | |- | ||
+ | |Drones (Juggernaut Special)||N/A | ||
+ | |Explosive Drones||Rocket Drones | ||
+ | |- | ||
+ | |Gatling Gun (Reaper Ballistic)||Piercing||N/A | ||
+ | |Multishot | ||
+ | |- | ||
+ | |Plasma Cannon (Reaper Energy)||Energy Siphon||Volatile Payload||N/A | ||
+ | |- | ||
+ | |Gauss Cannon (Reaper Special)||Piercing||N/A | ||
+ | |Explosive Ammunition | ||
+ | |} | ||
+ | |||
+ | Due to their strength it is recommended to unlock abilities as soon as unlocked. | ||
+ | |||
+ | ===Modules=== | ||
+ | |||
+ | *{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Immolation]] | ||
+ | *{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Aura Enhancement]] | ||
+ | *{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Tactical Maneuver]] | ||
+ | *{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Defense Overload]] | ||
+ | *{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Cooling Cell]] | ||
+ | *{{Module|Special|size=30px}} [[Modules#List_of_Modules|Borf]] | ||
+ | *{{Module|Legendary|size=30px}} [[Modules#List_of_Modules|Daigoparry]] | ||
+ | |||
+ | '''[[Modules#List_of_Modules|Daigoparry]] is an easter egg module and is not required in order to beat the game.''' | ||
+ | <spoiler>Requires beating Perfect Space without losing health(can lose shield).</spoiler> | ||
− | == | + | =Cards= |
+ | Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left). | ||
+ | There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine). | ||
− | + | {| class="wikitable" | |
− | + | !Card category!!Cards in category!!Where to find them | |
− | + | |- | |
+ | |The Mighty Five||Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5||Adventure | ||
+ | |- | ||
+ | |The Source Of Power||Defensive, Offensive, Utility, Ultimate, Special||Lucky Wheel | ||
+ | |- | ||
+ | |The Journey Begins||Forest, Desert, Winter, Underground, Volcano||Lucky Wheel | ||
+ | |- | ||
+ | |Highest Peak To Deepest Trench||High Mountain, Jungle, Metallic Ruins, Beach, Ocean||Jumble | ||
+ | |- | ||
+ | |Not From This World||Neutral, Dark Realm, Heaven, Universe, Chaos||Adventure | ||
+ | |- | ||
+ | |The Fundamentals||Fire, Water, Earth, Nature, Air||Jumble | ||
+ | |- | ||
+ | |Advanced Alchemy||Neutral, Light, Darkness, Electricity, Universal||Jumble | ||
+ | |- | ||
+ | |Shapes Of Evil||Tank, Archer, Wizard, Assassin, Boss||Lucky Wheel | ||
+ | |- | ||
+ | |It's Dangerous To Go Alone||Heart, Armor, Sword, Bomb, Boots||Adventure | ||
+ | |- | ||
+ | |Fire Some Kinda Laser Thingie At Them||Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter||Perfect Space | ||
+ | |- | ||
+ | |They're Not Your Crew Anymore||Captain, Mechanic, Securbot, Alien, Computer||Perfect Space | ||
+ | |} | ||
− | + | =Skills= | |
{{See also|Skills (Upgrade)}} | {{See also|Skills (Upgrade)}} | ||
Line 132: | Line 638: | ||
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames. | *'''High Stakes''' - increases the amount of '''tokens''' gained from minigames. | ||
− | + | =Exotic skills= | |
{{See also|Exotic Skills}} | {{See also|Exotic Skills}} | ||
− | *'''Metallic Tokens | + | *'''Metallic Tokens''' ({{Number|15|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. |
− | *'''Spiked Tokens | + | *'''Spiked Tokens''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. |
− | *'''Charged Tokens | + | *'''Charged Tokens''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. |
Latest revision as of 20:11, 6 November 2024
Arcade | |
---|---|
Max. Tier | 4 |
Conversion rate | 25000:1 |
Color theme | Pink |
The Arcade is a building where you can play a small collection of arcade games.
Playing the games will earn you tokens which you can turn in for prizes.
Contents
Upgrades
The Arcade has 4 levels, each unlocking a new minigame as follows:
Level 1 unlocks Lucky Wheel
Level 2 unlocks Jumble
Level 3 unlocks Adventure
Level 4 unlocks Perfect Space
Games
Lucky Wheel
Spin a wheel to receive whatever it lands on!
Reward type | Reward amount |
---|---|
Small resources | ∞ |
Medium resources | ∞ |
Large resources | ∞ |
Skillpoints | up to 100 |
Artifact | none can be earned for now |
Cards | 15 cards, 6 tiers of each |
Modules | 6 modules |
Tokens | ∞ |
Gems | ∞ |
Modules
Jumble
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.
Modules
Adventure
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.
Stats
Heart(HP): Your health. If it reaches 0, you die and have to start a new game.
Sword(Attack): Base damage done per attack.
Shield(Defense): Reduces damage taken when being attacked.
Key: Used for opening gates.
Bomb: Can be placed to deal damage or break rocks. Explodes in 3 turns.
Items
Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs.
Chest Items
Item Name | Effect | Minimum distance | Item Type |
---|---|---|---|
Map | Shows the current room and adjacent 8 rooms. Clicking the left arrow on the header shows the full map, with green indicating cleared rooms. |
10 | Key item |
Emerald Map | Increases the chance of finding emeralds. | 50 | Key item |
Compass | Points to the starting room. | 2 | Key item |
Ultra Key | Opening doors no longer spend keys. | 80(drops from enemies) | Key item |
Lantern | Allows you to see in and not get damaged by darkness in distance 100+. |
95 | Key item |
Boots of
Haste |
Makes moving faster. This reduces the time between actions, so it also makes it easier to double-move by accident. |
7 | Key item |
Golden Heart | Gives 1 extra heart from chests. Can be obtained multiple times. |
40, then 1 more every 20 distance | Key item |
Market | Unlocks a market where some items can be bought with emeralds. |
10(very low droprate) | Relic |
Google's Treasure Bag |
Increases the chance of finding tokens and skillpoints. It also increases the number of tokens. |
100(rare drop from mimics) | Relic |
Master Sword | Sets your damage to 99. | Top-right corner (256, you get this
after clearing the monsters) |
Relic |
Master Armor | Sets your armor to 99. | Bottom-right corner (255, you get
this after clearing the monsters) |
Relic |
Emerald Shop Items
Item Name |
Effect | Emerald Cost |
Item Type |
---|---|---|---|
EOD Armor |
Bombs no longer damage you. | 21 | Key item |
Thorns Armor |
Deals 10% of incoming damage (rounded up) back to the attacker. |
21 | Key item |
Boots of Phasing |
Allows you to walk through walls in cleared rooms. Cleared rooms are rooms with no chests and no enemies remaining. |
21 | Key item |
Vampiric Blade |
Killing an enemy restores 1 heart. | 39 | Key item |
Voidforged Impaler |
Deals additional 10% melee damage that ignores armor. |
39 | Key item |
Mana Reaver |
Killing an enemy restores 1 mana. | 39 | Key item |
Hammer | Can be used to destroy rocks, as if they are doors. | 48 | Key item |
Holy Bomb | Bomb damage adjacent to bombs becomes full-strength instead of half-strength, and bombs have a 10% chance to not be consumed on use. |
99 | Key item |
Book of Spells |
Unlocks spells and mana. | 99 | Relic |
Cheats
Where you can increase your stats and unlock QoL features with arcade tokens.
Name | Cost | Limit |
---|---|---|
Hearts +1 | 5 * 1.2lvl | 99 |
Armor +1 | 100 * 3.5lvl | 50 |
Key +1 | 20 * 1.2lvl | 99 |
Bombs +3 | 60 * 1.4lvl | 99 |
Loot Table | 100 | 1 |
Rewards
You can see a list of rewards possible in the Loot Table tab, once unlocked.
Reward type | Reward amount | Min. distance to drop |
---|---|---|
Resources | 23000 per color | 2 |
Tokens | ∞ | 1 |
Gems | 100 | 10 |
Emeralds | 3 (6) | 20 |
Skillpoints | 1000 | 5 |
Artifact | 1 | 25 |
Sword | varies | varies |
Armor | varies | varies |
Bombs | up to 99 | 2 |
Cards(Not From This World) | 6*5 | 10 |
Cards(It's Dangerous to Go Alone) | 6*5 | 20 |
Cards(The Mighty Five) | 6*4 | 30 |
Cards(Boss 5) | 6 | 50 |
Also, a card that hasn't been dropped ever will have its drop chance increased.
Skillpoints drop in groups of 200, the last one drops at distance 100
Here is a list of max armor/sword obtainable from a certain distance.
Distance | Max. Armor | Max Sword |
---|---|---|
2 | 0 | 2 |
3-4 | 0 | 7 |
5-9 | 1 | 7 |
10-14 | 7 | 10 |
15-39 | 15 | 17 |
40-99 | 30 | 39 |
100-129 | 40 | 50 |
130-159 | 50 | 50 |
160-255 | 50 | 60 |
Technical
Enemy Stats
Enemy Count: round(d*0.1+3)
Enemy Health: round(d*0.38+1)
Enemy Armor: round(d*0.08)
Enemy Attack: ceil(d*0.39), capped at 99
All rounding would round half to even.
Order of Operation
1. Player action
This includes moving (WASD), waiting (Space) or placing bombs (Q).
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.
Moving outside a room would move the player to the next room, and respawn all enemies in the room.
Moving towards a wall/rock has no effect.
2. Bombs
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.
Explosion will also damage yourself without the Eod Armor, using the same formula.
3. Enemy action
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).
Maze Generation
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms
Then, the game uses the recursive backtracker algorithm to generate the maze of the primary tiles.
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.
Modules
Perfect Space
To access it: Upgrade the arcade in the construction firm to tier IV(4)
(this section is mostly outdated because perfect space was reworked. please update this)
A space shooter game, where shooting asteroids and enemies increases score and grants experience.
Controls
Default keybinds:
- A or D : Move Left or Right
- Space : Shoot/Fire (can be held down)
- E : Toggle Autofire
- Q : Use Pilot Ability
- W : Use Ship Ability
- S : Toggle Upgrade Menu
- Esc : Toggle Pause
Keybinds may be changed via Settings > Controls > Arcade.
Spaceships
There are 3 different spaceships you can choose from:
Spaceship | Unlock Condition | Stats | Ability | Effect |
---|---|---|---|---|
Dragonfly | N/A (Starter Ship) | HP ★ ★ ★ | Cloaking | Can't be targeted and receives less damage. |
Juggernaut | Beat Boss with Dragonfly, or unlock for 5000 Tokens | HP ★ ★ ★ ★ ★ | Impulse Engines | Movement speed and power are temporarily increased. |
Reaper | Beat Boss with Juggernaut, or unlock for 5000 Tokens | HP ★ | Adaptive Armor | Armor and health regeneration are temporarily increased. |
Your choice of Spaceship influences your base stats, namely Hitpoints.
Weapons
For every Spaceship there are 3 unique weapons to choose from:
Spaceship | Weapon | Unlock Condition | Type | Stats | Effect |
---|---|---|---|---|---|
Dragonfly | Railgun | N/A (Starter Weapon) | Ballistic | POW ★ ★ ★ ★ SPD ★ ★ ★ |
Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health. |
Pulse Laser | Beat Boss with Railgun, or unlock for 10000 Tokens | Energy | POW ★ ★ SPD ★ ★ ★ ★ |
A rapid-firing energy weapon capable of absorbing energy and stunning enemies. | |
Rocket Launcher | Beat Boss with Pulse Laser, or unlock for 20000 Tokens | Special | POW ★ ★ ★ SPD ★ ★ ★ |
Unleash explosive devastation with swift missiles, obliterating multiple targets. | |
Juggernaut | Double Cannon | N/A (Starter Weapon) | Ballistic | POW ★ ★ SPD ★ ★ |
Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies. |
Laser | Beat Boss with Double Cannon, or unlock for 10000 Tokens | Energy | POW ★ ★ ★ SPD ★ |
Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies. | |
Drones | Beat Boss with Laser, or unlock for 20000 Tokens | Special | POW ★ SPD ★ ★ |
Deploy autonomous drones aiding in combat with additional firepower and explosive abilities. | |
Reaper | Gatling Gun | N/A (Starter Weapon) | Ballistic | POW ★ ★ ★ ★ SPD ★ ★ ★ ★ ★ |
Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot. |
Plasma Cannon | Beat Boss with Gatling Gun, or unlock for 10000 Tokens | Energy | POW ★ ★ ★ ★ ★ SPD ★ ★ ★ ★ |
Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact. | |
Gauss Cannon | Beat Boss with Plasma Cannon, or unlock for 20000 Tokens | Special | POW ★ ★ ★ ★ ★ SPD ★ ★ ★ ★ |
Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation. |
Your choice of Weapon influences both stats: Power, and Speed.
Pilots
There are 3 different Pilots you can choose from:
Pilot | Unlock Condition | Weapon Passive | Ability | Effect |
---|---|---|---|---|
Captain | N/A (Starter Pilot) | Bonus to Ballistic | Shotgun | Overloads and fires the ship's weapon in a half circle. |
Mechanic | Beat Boss with Captain, or unlock for 10000 Tokens | Bonus to Energy | Shield | Creates a shield around the ship. (Absorbs damage) |
Securbot | Beat Boss with Mechanic, or unlock for 10000 Tokens | Bonus to Special | Overdrive | Increases ship's stats temporarily. |
You may use any Pilot with any Spaceship.
Upgrades
The upgrades menu is split into 4 sections:
- Ship, which includes 5 upgrades.
- Pilot - 3 upgrades.
- Weapon - also 3 upgrades.
- Abilities - 5 upgrades, more about them below this section.
The Ship category consists of 3 upgrades which are the same for each ship, weapon and pilot combo:
- Max. Health - Increases the ship's maximum hitpoints.
- Health Regeneration - Increases the ship's hitpoint regeneration.
- Mobility - Increases the ship's mobility.
The other 2 upgrades depend on the ship:
- For Dragonfly these upgrades are:
- Cloaking: Damage Reduction - Dragonfly takes less damage while cloaked.
- Cloaking: Duration - Increases Dragonfly's cloaking duration.
- For Juggernaut:
- Impulse Engines: Duration - Increases the duration of impulse engines.
- Impulse Engines: Cooldown - Reduces the cooldown of impulse engines.
- For Reaper:
- Adaptive Armor: Armor - Increases the armor received from adaptive armor.
- Adaptive Armor: Cooldown - Decreases the cooldown of adaptive armor.
Upgrades in the Pilot section depend only on what pilot you're using (obviously):
- With Captain the upgrades are:
- Shotgun: Projectiles - Increases the amount of projectiles on use.
- Shotgun: Power - Increases power converted to shotgun power.
- Shotgun: Cooldown - Reduces the cooldown of shotgun.
- With Mechanic:
- Shield: Amount - Increases the shield's size.
- Shield: Armor - Increases the ship's armor for a few seconds after skill activation.
- Shield: Cooldown - Reduces the cooldown of shield.
- With Securbot:
- Overdrive: Offensive - Increases the boost of overdrive for offensive ship stats.
- Overdrive: Defensive - Increases the boost of overdrive for defensive ship stats.
- Overdrive: Cooldown - Reduces the cooldown of overdrive.
Upgrades in the Weapon section depend on your selected weapon:
- All weapons have a Power upgrade, which increases their damage.
- Per-weapon upgrades, besides Power:
- Railgun:
- Projectile Size - Increases the projectiles' size.
- Weapon Cooldown - Decreases weapon fire cooldown.
- Pulse Laser:
- Energy Regeneration - Increases the weapon's energy regeneration.
- Weapon Cooldown - Decreases weapon fire cooldown.
- Rocket Launcher:
- Explosion Damage - Increases how much power is converted to explosion damage.
- Ammunition Regeneration - Reduces the time needed to generate new ammunition.
- Double Cannon:
- Projectile Size - Increases the projectiles' size.
- Weapon Cooldown - Decreases weapon fire cooldown.
- Laser:
- Energy Regeneration - Increases the weapon's energy regeneration.
- Energy Consumption - Reduces the amount of energy needed to fire the weapon.
- Drones:
- Drone Regeneration - Increases how fast new drones are produced.
- Weapon Cooldown - Decreases weapon fire cooldown.
- Gatling Gun:
- Projectile Size - Increases the projectiles' size.
- Weapon Cooldown - Decreases weapon fire cooldown.
- Plasma Cannon:
- Energy Regeneration - Increases the weapon's energy regeneration.
- Energy Regeneration Cooldown - Reduces the time needed before energy regeneration starts.
- Gauss Cannon:
- Ammunition+ - Increases the maximum ammunition.
- Weapon Cooldown - Decreases weapon fire cooldown.
- Railgun:
Abilities
Abilities depend on (1) the spaceship you are using
Ship | Level 25 Ability |
---|---|
Dragonfly | Reactive |
Juggernaut | Vampiric Maneuvers |
Reaper | Distortion Field |
(2) the pilot
Pilot | Level 20 Ability |
Level 30 Ability |
---|---|---|
Captain | Shotgun: No Cooldown | Marksmanship |
Mechanic | Regenerative Hull | Electronics |
Securbot | Overloaded | Engineering |
and (3) the type of weapon
Weapon | Level 5 Ability |
Level 10 Ability |
Level 15 Ability |
---|---|---|---|
Railgun (Dragonfly Ballistic) | Piercing | N/A | Kinetic Converter |
Pulse Laser (Dragonfly Energy) | Energy Siphon | Stun Chance | N/A |
Rocket Launcher (Dragonfly Special) | Free Ammunition | Volatile Payload | N/A |
Double Cannon (Juggernaut Ballistic) | Piercing | Stun Chance | N/A |
Laser (Juggernaut Energy) | Energy Siphon | Stun Chance | N/A |
Drones (Juggernaut Special) | N/A | Explosive Drones | Rocket Drones |
Gatling Gun (Reaper Ballistic) | Piercing | N/A | Multishot |
Plasma Cannon (Reaper Energy) | Energy Siphon | Volatile Payload | N/A |
Gauss Cannon (Reaper Special) | Piercing | N/A | Explosive Ammunition |
Due to their strength it is recommended to unlock abilities as soon as unlocked.
Modules
Daigoparry is an easter egg module and is not required in order to beat the game.
Cards
Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left). There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine).
Card category | Cards in category | Where to find them |
---|---|---|
The Mighty Five | Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5 | Adventure |
The Source Of Power | Defensive, Offensive, Utility, Ultimate, Special | Lucky Wheel |
The Journey Begins | Forest, Desert, Winter, Underground, Volcano | Lucky Wheel |
Highest Peak To Deepest Trench | High Mountain, Jungle, Metallic Ruins, Beach, Ocean | Jumble |
Not From This World | Neutral, Dark Realm, Heaven, Universe, Chaos | Adventure |
The Fundamentals | Fire, Water, Earth, Nature, Air | Jumble |
Advanced Alchemy | Neutral, Light, Darkness, Electricity, Universal | Jumble |
Shapes Of Evil | Tank, Archer, Wizard, Assassin, Boss | Lucky Wheel |
It's Dangerous To Go Alone | Heart, Armor, Sword, Bomb, Boots | Adventure |
Fire Some Kinda Laser Thingie At Them | Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter | Perfect Space |
They're Not Your Crew Anymore | Captain, Mechanic, Securbot, Alien, Computer | Perfect Space |
Skills
- See also: Skills (Upgrade)
- Gambler's Luck - Raises the chance to revive unique rewards.
- Foretelling - Raises the luck factor for all minigames to the power of 1.1.
- Determination - Increase the luck factor in Adventure based on rooms cleared and distance to the starting room.
- Extended Possibilities - Adds the top and the bottom rows of Jumble to the rows that are checked for potential reward combinations.
- Fate Forging - Unlocks the ability to manually refresh the rewards of the Lucky Wheel
- High Stakes - increases the amount of tokens gained from minigames.
Exotic skills
- See also: Exotic Skills
- Metallic Tokens (15 ) - Increases your tower's armor and elemental armor by using the metallic properties of your tokens.
- Spiked Tokens (25 ) - Enhances the projectiles of your tower with pointy tokens which in turn increase the total damage output.
- Charged Tokens (50 ) - Charges your tokens and directs them to your tower to increase it's energy and energy regeneration.