Difference between revisions of "Statue of Cubos"
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====Modules==== | ====Modules==== | ||
− | Cubos Jr.'s boss modules increase stats of the tower, modify tower movement, or modify bomb behaviour. You can only equip 3 (4 with Cyanotypes) at once. | + | {| class="wikitable" style="text-align: center" |
− | + | |+ Cubos Jr.'s boss modules increase stats of the tower, modify tower movement, or modify bomb behaviour. You can only equip 3 (4 with Cyanotypes) at once. | |
− | + | !Boss Module!!Linked Modules!!Description!!Formula | |
− | ** | + | |- |
− | + | |'''Scattering''' | |
− | + | | | |
− | + | * Combustion | |
− | * | + | * Fire Focus |
− | + | * Earth Focus | |
− | + | | Makes bombs explode on diagonal tiles (instead of just orthogonal), but decreases bomb damage. Bomb damage penalty decreases with combat experience and module tier. | |
− | + | | 0.5 + T/396 + 0.25 * (1 - 0.9^xp^0.2) | |
− | + | |- | |
− | * | + | |'''Perfect Rhythm''' |
− | + | | | |
− | + | * Super Tower | |
− | + | | Removes beat tolerance (you can input actions at any time) and allows queuing of up to 4 actions. Cannot be upgraded and is unaffected by combat experience. | |
− | * | + | Be warned that you '''cannot cancel queued actions in any way whatsoever''', which can oftentimes result in you walking headfirst into Cubos Jr or his attacks when queueing multiple actions consecutively. |
− | + | | N/A | |
− | + | |- | |
− | + | |'''Nuclear Enhancement''' | |
− | + | | | |
− | * | + | * Advanced Splash |
− | + | * Super Multishot | |
− | + | * Solar Strike | |
− | + | | Increase bomb damage but allows bombs to damage the tower if in range of the explosion. Damage bonus increases based on combat experience and module tier. | |
− | ** | + | | 1.05 + T/1980 * 19 + 2 * (1 - 0.9^xp^0.2) |
− | + | |- | |
− | + | |'''Healthy Bombs''' | |
− | + | | | |
− | * | + | * Adaptive Regeneration |
− | + | * Phasing | |
+ | * Recharge | ||
+ | | Allows bomb explosions to heal the tower if hit by the explosion by a fraction of the damage dealt. Heal % amount increases based on combat experience and module tier. <br> If combined with Nuclear Enhancement, the self damage will be applied '''before''' the heal from Healthy Bombs, so you may end up killing yourself with your bombs even with a heal factor of above 100% if your bomb damage exceeds your maximum health. | ||
+ | | 5 + T * 5/9 + 80 * (1 - 0.9^xp^0.25) | ||
+ | |- | ||
+ | |'''Soundproofing''' | ||
+ | | | ||
+ | * Diamond Foundation | ||
+ | * Generic Armor | ||
+ | * Advanced Shield | ||
+ | | Increase tower maximum health and damage resistance based on combat experience and module tier. | ||
+ | | Health: 1 + 19 * T/99 + 20 * (1 - 0.9^xp^0.25) <br> Resistance: 25 * T/99 + 25 * (1 - 0.9^xp^0.2) | ||
+ | |- | ||
+ | |'''Micro Bombs''' | ||
+ | | | ||
+ | * Mjölnir | ||
+ | * Desperado | ||
+ | * Emergency Crit | ||
+ | | Allows the tower to place multiple bombs at once at the cost of reducing bomb damage. Bomb damage penalty decreases based on combat experience and module tier. | ||
+ | | Max Bombs: 1 + T/33 + log_1000(xp) <br> Damage: 0.5 + T/396 + 0.25 * (1 - 0.9^xp^0.2) | ||
+ | |- | ||
+ | |'''Focused Detonation''' | ||
+ | | | ||
+ | * Gravitational Impact | ||
+ | * Shockwave | ||
+ | * Molten Core | ||
+ | | Increases bomb damage at the exact center of the explosion (the enemy must be ''on top of'' the bomb as it goes off). Bomb damage bonus increases based on combat experience and module tier. | ||
+ | | 1.25 + T/79.2 + 0.5 * (1 - 0.9^xp^0.25) | ||
+ | |} | ||
====Fight Description==== | ====Fight Description==== |
Revision as of 13:36, 28 August 2024
Statue of Cubos | |
---|---|
Max. Tier | 3 |
Conversion rate | 250000:1 |
Color theme | Black |
The Statue of Cubos is a building you use to fight bosses.
Contents
Building Tiers
Upgrading the Statue of Cubos in the Construction Firm will unlock more upgrades per boss, and each upgrade on tiers 2+ needs the upgrade bought on the lower tier to buy it. (Note: Upgrades will be replaced with boss modules with the upcoming reworks.)
Bosses are unlocked by upgrading military tiers.
Bosses
Boss fights are unique fights that each play very differently than the core game loop. Each one is based on a different game genre and contains different game mechanics.
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu. On the bottom next to the fight button are arrows to increase the tier of boss you wish to fight. Click to go up by 1 tier, or shift-click to go up by 100 (or to your highest tier if lower than 100).
The first 4 bosses have a set of boss modules you can use in the fight to greatly increase your power, unlocked by acquiring all the linked modules listed next to them. These give certain abilities to the Tower that increase in power with their tier (upgraded using Statue resources) and combat experience (obtained by killing the respective boss with it equipped). Currently, Cylindro, Cubos Jr and Dodecai all have been reworked, but Pyramidas has yet to receive an official rework as of now. The final boss will not have boss modules, and will instead get a hardmode for those that want the challenge.
Higher tier bosses will gain new abilities at tiers 2, 3, 5, 8, 13, and 21 (following the Fibonacci sequence), as well as a slight increase to their base stats at each tier. This aims to keep the challenge of higher tier bosses fun, and avoid them feeling monotonous or like a slog to complete.
Defeating bosses will award you with exotic gems, combat experience and maybe even an artifact or two, and can even grant achievements under certain conditions.
A helpful tool for quickly calculating boss xp gain can be found here. calculator
Cylindro
Info
"With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body."
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems and 15 * (tier-1)2 + 6
combat experience (all defeats).
Controls
- Movement: Left/Right or A/D
- Fire Missiles: Up, W, Spacebar
- Long Jump: Down or S; requires Acrobatic Plugin boss module
Modules
Boss Module | Linked Modules | Description | Formula |
---|---|---|---|
Searing Projectiles |
|
Increases the damage of the tower’s projectiles based on combat experience and module tier. | (T + 1) * max(1, xp^0.05) |
Hardened Shell |
|
Reduces incoming damage based on combat experience and module tier. | 0.01 + 0.99 * (1 - (0.99 * 0.99^xp^0.05)^T) |
Charged Powerups |
|
Decreases powerup spawn cooldown and increases powerup energy refill amount based on combat experience and module tier. | Refill: 1 + T Respawn: 1 - (0.95 - 0.9 * (1 - 0.99^xp^0.25)) |
Streamlined Hull |
|
Increases Tower movement speed based on combat experience and module tier. | (2 + 2T) + max(1, (xp/10)^0.06) |
Acrobatic Plugin |
|
Allows you to jump to the opposite side of the arena using the down arrow or S key in a certain amount of time; delay is reduced with combat experience and module tier. | 0.1 + ((1.9 - T/199) / max(1, (xp/10)^0.06) |
Epic Gyroscope |
|
Allows the tower to attack while moving, but with a higher energy cost and slower firerate. These penalties get weaker with combat experience and module tier. | Speed: 0.5 + T/220 Cost: 1.5 - 0.45 * (1 - 0.99^xp^0.33) |
Idle Nanobots |
|
Allows the tower to passively regenerate health when not moving for a certain amount of time; health regeneration rate and delay after moving based on combat experience and module tier. | Delay: 0.5 + 2.5 * 0.95^T Regen: 2 * 1.5^xp^0.1 |
Fight Description
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms, which can be dodged by moving to adjacent pillars. Headbutts deal a base of 25% damage while waterstorms deal a base of 50% damage on hit, so try not to get hit too much if you don’t have Idle Nanobots or Hardened Shell.
Cylindrio will spin 4 times before performing an attack, alternating between clockwise and counter-clockwise. Cylindrio spins significantly faster as his health gets low, reducing the amount of downtime between his attacks and forcing the player to dodge more often.
To damage Cylindro you need to fire missiles at him, which will cost energy. (No energy = no missiles) You cannot fire missiles while moving between pillars unless you have Epic Gyroscope equipped. However, even without it you will still fire a single missile on jumping to a new platform if the fire button is held while moving due to you shooting during the single frame you are on the pillar.
Green powerups will spawn periodically on random pillars and will restore energy when picked up.
Boss Abilities
- Tier 2: Cylindro's slam will turn the focused pillar red which will make the tower jump more slowly on and off of it.
- Tier 3: Cylindro will sometimes spin rapidly before summoning damaging geysers on every pillar in the arena except for 2 of them. The 2 safe pillars will be highlighted in green and will always appear on opposite sides of the map to one another.
- Tier 5: Sometimes after a slam, Cylindro will spin around the stage, damaging you if you touch him. He also makes all three slammed pillars red when headbutting them instead of just one.
- Tier 8: Cylindro will occasionally spawn a geyser on a random pillar which will erupt after some time and damage the tower if they are on it.
- Tier 13: Cylindro will gain an invincible shield that spins around him and blocks projectiles. He gains extra shields at tiers 20 and 30, at which point the 3 shields combined will cover the vase majority of his body.
- Tier 21: Cylindro's wave cannon attacks become much more chaotic.
Artifacts
- Energy Sphere: 5% base chance on victory.
Achievements
- You Spin Me Right Around: Defeat Cylindro while he is doing his slam attack. (Also applies to his roll attack at tiers 5+
- Cylindro Hater: Defeat Cylindro 1000 times.
Pyramidas
Info
"Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature."
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems and 15 * (tier-1)2 + 6
combat experience (all defeats).
Controls
- Shoot: Left mouse button (hold)
- Manual Reload: Right mouse button
- Faster Reloading: Shake mouse
- Switch Weapons: Middle mouse button; requires Shotgun or Nuclear RPG boss module
Modules
Boss Module | Linked Modules | Description | Formula |
---|---|---|---|
Sharp Projectiles |
|
Increases the damage of all tower’s weapons based on combat experience and module tier. | (T + 1) * (1 + xp³/100) |
Titanium Plating |
|
Reduces incoming damage based on combat experience and module tier. | 0.01 + 0.99 * (1 - (0.99 * 0.99^xp^0.05)^T) |
Dense Magazine |
|
Increases Max. ammunition of default weapon based on combat experience and module tier. | 1 + T/20 + log_1000(xp) |
Organic Vampirism |
|
Heals the tower when attacking organic parts. Heal amount based on combat experience and module tier. | 1 + T/20 + log_100(xp) |
Shotgun |
|
Adds a shotgun to your weapon arsenal(use middle mouse buttons to switch weapons). Shoots 5 additional projectiles randomly distributed around your target point. Damage based on combat experience and module tier. | 0.4 + T/50 + 0.01 * ln(xp) |
Nuclear RPG |
|
Adds a nuclear rocket launcher to your weapon arsenal(use middle mouse buttons to switch weapons). Creates an explosion at the impact location. Damage based on combat experience and module tier. | 8 + T/4 + 0.05 * ln(xp) |
Fight Description
TBD
Boss Abilities
- Tier 2: Pyramidas's smokestacks (electricity side) begin being able to fire.
- Tier 3: Pyramidas will be able to start firing a bunch of projectiles into the air on nature side one.
- Tier 5: Pyramidas will start using vines on nature side two.
- Tier 8: Pyramidas gains 4 destructible shields.
- Tier 13: Nature attacks begin to cover the screen on hit, electricity attacks force a reload, eye attacks do both.
- Tier 21: Eyes on the Electricity sides start being able to shoot a bunch of electricity projectiles into the sky.
Artifacts
- Metal Plating: 15% chance to drop on victory.
- Vine Monster: 5% chance to drop on victory.
Achievements
- Botanophobia: Destroy all vines before destroying any tesla coils.
Cubos Jr.
Info
"With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat."
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems, and 18 * (tier-1)2 + 9
combat experience.
Controls
- Movement: Arrows or WASD
- Drop bomb: Left mouse button, scroll wheel or space bar
Modules
Boss Module | Linked Modules | Description | Formula |
---|---|---|---|
Scattering |
|
Makes bombs explode on diagonal tiles (instead of just orthogonal), but decreases bomb damage. Bomb damage penalty decreases with combat experience and module tier. | 0.5 + T/396 + 0.25 * (1 - 0.9^xp^0.2) |
Perfect Rhythm |
|
Removes beat tolerance (you can input actions at any time) and allows queuing of up to 4 actions. Cannot be upgraded and is unaffected by combat experience.
Be warned that you cannot cancel queued actions in any way whatsoever, which can oftentimes result in you walking headfirst into Cubos Jr or his attacks when queueing multiple actions consecutively. |
N/A |
Nuclear Enhancement |
|
Increase bomb damage but allows bombs to damage the tower if in range of the explosion. Damage bonus increases based on combat experience and module tier. | 1.05 + T/1980 * 19 + 2 * (1 - 0.9^xp^0.2) |
Healthy Bombs |
|
Allows bomb explosions to heal the tower if hit by the explosion by a fraction of the damage dealt. Heal % amount increases based on combat experience and module tier. If combined with Nuclear Enhancement, the self damage will be applied before the heal from Healthy Bombs, so you may end up killing yourself with your bombs even with a heal factor of above 100% if your bomb damage exceeds your maximum health. |
5 + T * 5/9 + 80 * (1 - 0.9^xp^0.25) |
Soundproofing |
|
Increase tower maximum health and damage resistance based on combat experience and module tier. | Health: 1 + 19 * T/99 + 20 * (1 - 0.9^xp^0.25) Resistance: 25 * T/99 + 25 * (1 - 0.9^xp^0.2) |
Micro Bombs |
|
Allows the tower to place multiple bombs at once at the cost of reducing bomb damage. Bomb damage penalty decreases based on combat experience and module tier. | Max Bombs: 1 + T/33 + log_1000(xp) Damage: 0.5 + T/396 + 0.25 * (1 - 0.9^xp^0.2) |
Focused Detonation |
|
Increases bomb damage at the exact center of the explosion (the enemy must be on top of the bomb as it goes off). Bomb damage bonus increases based on combat experience and module tier. | 1.25 + T/79.2 + 0.5 * (1 - 0.9^xp^0.25) |
Fight Description
The fight with Cubos Jr. takes place in a large, 7x7 arena made of 49 squares. The game progresses each beat in time with the music, meaning Cubos Jr. and the tower can only move or perform an action on the beat. Cubos Jr. will move erratically, sometimes chasing the player and sometimes running around in the same area of the battlefield for a while.
The tower can attack Cubos Jr. by dropping bombs. The tower can only have 1 bomb on field at a time (unless Micro Bombs is equipped), and bombs explode in the 5 orthogonally adjacent tiles (increased to all 9 adjacent squares with Scattering) after 3 beats. Only 1 bomb can exist on each tile, and you can only drop 1 bomb per move.
Cubos Jr. has 2 initial attacks: an earth shockwave that hits all 9 adjacent tiles and a fire attack that hits all tiles in the 4 orthogonal directions (up, down, left & right). All of his attacks (including ones gained at higher tiers) have a delay of 4 beats before occurring, giving the player time to get out of the way. Cubos Jr. will occasionally ignite himself and leave a trail of fire that damages the tower if they walk into it. You will take damage from colliding with Cubos Jr., so ramming facefirst into the boss is highly unadvised and will usually end in the tower’s untimely death unless you are using Healthy Bombs and can outheal Cubos Jr.’s damage.
Boss Abilities
- Tier 2: Cubos Jr. can now use a diagonal fire attack.
- Tier 3: Cubos Jr. can fly directly above the middle of the board before creating a ring of fire around the outer edge of the board which will damage the tower if they enter it for a while until it dissipates.
- Tier 5: Cubos Jr. gains a dash attack where he digs down and travels 4 squared in any direction (will not go out of bounds) before resurfacing, damaging the tower if Cubos Jr. travels through it. Attack will leave a fiery trail if Cubos Jr was ablaze during the attack.
- Tier 8: Cubos Jr. will now combine his orthogonal and diagonal fire attacks and use both at the same time.
- Tier 13: Creates a lava crack at the center of Cubos Jr.'s earth attacks. The crack can be cleared by attacking it with a bomb, but if the crack was not cleared after 30 turns it turns into a pile of lava, no longer removable, last until the end of the fight, and can damage the tower if the tower steps on it.
- Tier 21: Cubos Jr. will rapidly jump, creating a row of fire that travels the span of the arena, alternating from right-left to left-right every column.
Artifacts
- Cubos Cube: 100% chance to drop on victory.
- Incendiary Device: 15% chance to drop on victory.
Achievements
- Not A Scratch: Defeat Cubos Jr. without taking any damage.
Dodecai
Info
"Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. Seriously, why are they moving like that?"
For first defeat on each tier, you will be rewarded with 100*tier exotic gems and 10+20*(tier-1)^2
combat experience (all defeats).
Controls
- Play card: Left mouse button on selected card
- Drag camera: Click and hold left mouse button on the map area
- Discard card: Right mouse button on selected card
- Rotate camera: Click and hold right mouse button on the map area
- Zoom: Scroll mouse wheel up to zoom in, and down to zoom out
Cards
These cards are always equipped regardless of boss modules, and cannot be removed from the deck. (Note: You can only use each Battery and Full Heal card once per fight as they are removed from the deck once used.)
- Fighter x2 - [Energy Cost: 50] Spawns a group of Fighters
- Battery x4 - [Energy Cost: 400] Increases energy regeneration and max energy
- Speed Up x1 - [Energy Cost: 80] Increases movement speed and attack speed of friendly units
- Redraw x1 - [Energy Cost: 125] Draw a random card and reduce its cost (to 0)
- Full Heal x1 - [Energy Cost: 250] Heals your tower back to max health
- Refresh x1 - [Energy Cost: 25] Fully refill your energy
These cards are exclusive to boss modules.
- Tank - [Energy Cost: 75] Spawns a group of Tanks
- Boss - [Energy Cost: 125] Spawns a Boss
- Flying - [Energy Cost: 150] Spawns a group of flying units
- Flying Tank - [Energy Cost: 200] Spawns a flying Tank
- Firestorm - [Energy Cost: 180] Deals damage to enemy units in radius
- Frost Nova - [Energy Cost: 100] Freezes enemy units in radius
- Lightning - [Energy Cost: 200] Damage and stun enemy units
- Void Breaker - [Energy Cost: 70%] Deals direct damage to Dodecai
- Toxic Ward - [Energy Cost: 300] Spawns a ward that damages units in its radius
- Heal Ward - [Energy Cost: 300] Spawns a ward that heals units in its radius
- Dummy Ward - [Energy Cost: 125] Spawns a ward that gets targeted by units
These cards are given to you by Tier 13+ Dodecai, and are mostly negative. They are distinguished by a purple background.
- Void - [Energy Cost: 20%] (Has no description, does nothing except play a puff of smoke on your tower.)
- Random - [Energy Cost: 50%] You never know what you're gonna get. (Uses a random card's effect.)
- Turtle - [Energy Cost: 10%] Baa. (Spawns a turtle unit that explodes upon contact with any unit or attack, damaging all units and tower in a small radius.)
- Thorns - [Energy Cost: 0] Ouch! (Damages the tower for 8% of its health.)
Modules
Dodecai's boss modules give you more cards in your deck, and increase stats of the tower and friendly allies. You can only equip 3 (4 with Cyanotypes) at once.
- Otherworldly Foundation
- Linked Modules: Growth, Stoneskin, Marble Foundation, Shield Amplifier, Diamond Foundation.
- Increases the Tower's max health with combat experience and module tier.
- Adds Full Heal x6 to the deck.
- Dense Batteries
- Linked Modules: Conductor, Moon Energy, Sun Energy, Refresh, Super Tower 2
- Increases the energy regeneration and max energy boost from batteries with combat experience and module tier.
- Adds Refresh x1 to the deck.
- Void Training
- Linked Modules: Unfolding, Solar Strike, Generic Armor, Neutral Amplifier, Universal Attack.
- Increases ground unit damage and health with combat experience and module tier.
- Adds Fighter x8, Tank x5, Boss x2, and Speed Up x1 to the deck.
- Arcane Magic
- Linked Modules: Firestorm, Frost Nova, Lightning, Dark Sacrifice, Gravitational Impact.
- Increases spell damage and duration with combat experience and module tier.
- Adds Firestorm x6, Frost Nova x4, Lightning x2, and Void Breaker x2 to the deck.
- Flying Cubes
- Linked Modules: Air Focus, Air Impetus, Hurricane, Stream of Life, Whirlwind Aura.
- Increases flying unit damage and health with combat experience and module tier.
- Adds Flying x4, Flying Tank x2, and Speed Up x1 to the deck.
- Wards
- Linked Modules: Dryness Aura, Adaptive Regeneration, Fiery Aura, Magical Protection, Advanced Shield.
- Increases ward damage, health, healing and duration with combat experience and module tier.
- Adds Toxic Ward x2, Heal Ward x2, and Dummy Ward x2 to the deck.
Boss Abilities
- Tier 2: Adds 2 turrets near the track to attack units, increasing by 1 for every new Ability Tier below (max. 6).
- Tier 3: Dodecai can now spawn Tanks and spawn barriers that damage ground units that pass through them.
- Tier 5: Dodecai can now spawn flying units and cast Speed Up (during daytime) and Frost Nova (during nighttime).
- Tier 8: Dodecai can now spawn mage units that both remove 1 energy regen each and increases the cost of spells, wards, and units in your hand while they are alive, and can cast a snaking line of cubes that will directly attack the tower after a short period of time.
- Tier 13: Dodecai will disrupt your hand and/or deck in a number of ways every 2 minutes, the interval decreasing every tier up to 21. The disruptions include removing the hand, replacing it with turtles, locking a card in your hand, and adding the cards of Thorns, Void, and Random.
- Tier 21: Dodecai will copy every 5th card you play. He will also use Void Breaker every few minutes after you damage him.
Artifacts
- Dice Of Fate: 10% chance to drop on victory +1% chance on every victory.
- Necronomicon: 5% chance to drop on victory. +1% chance on every victory
Achievements
- Born Under A Lucky Star: Defeat Dodecai without discarding any cards.
Final Boss
Thorus
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat). This boss currently only has 1 tier
Info
"It calls itself Thorus... Maybe this wasn't such a good idea after all..."
Controls
???
Upgrades
These are required to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.
- Cloud Save Insurance: Costs 100 QiD (1e50)
- Local Save Insurance: Costs 1 NoD (1e60)
- Account Insurance: Costs 10 DVi (1e70)
Fight Overview
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy. Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage. Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these. The list of spells is as follows:
Category | Element | Spell | Keys | Description | Energy Cost | Amount |
---|---|---|---|---|---|---|
Protection ←
|
Light ↑
|
Blessing ↑
|
↓↑↓⎵
|
Heals the tower. | 10+3% | 10%+50+10*EC |
Divinity ←
|
→→←⎵
|
Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage. | 750+20% | - | ||
Flash →
|
←↓↑⎵
|
Instantly cancels the current active boss ability. | 250000+12% | - | ||
Earth ↓
|
Earth Shield ↓
|
↓↓↑⎵
|
Creates a shield that absorbs a fixed amount of damage before disappearing again. | 25+6% | 3*EC | |
Fortify ↑
|
←↓→⎵
|
Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds. | 3000+10% | - | ||
Geosphere ←
|
↓↓→⎵
|
Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints. | 400000+33% | - | ||
Water →
|
Sprinkler ↓
|
↑↑↓⎵
|
Increases the hitpoint, shield and energy regeneration by +1% per second. | 25+4% | - | |
Ice Shield ←
|
→↑↑⎵
|
Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds. | 2750+16% | - | ||
Blizzard →
|
←↓↓⎵
|
Slows everything on the map down except for the tower. Lasts up to 60 seconds. | 250000+20% | - | ||
Destruction →
|
Fire ↑
|
Fireball ↓
|
↑→←⎵
|
Fires a projectile that deals damage upon arrival. | 30+5% | 250+1.25*EC |
Firestorm ←
|
←→↑⎵
|
Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds. | 1000+12% | Inital: 2000+5*EC
DoT: 500+2*EC/s | ||
Inferno →
|
→↓↑⎵
|
Deals a high amount of damage which increases the lower the hitpoints of the targets are. | 500000+9% | 100000+15*EC
Mult: 1000 at 0% enemy HP | ||
Darkness ↓
|
Unholy Blast ←
|
←↑←⎵
|
Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount. | 50+4% | - | |
Soul Siphon ↓
|
→↓←⎵
|
Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower. | 3000+6% | 1% of towers max. hp / sec. | ||
Nightmare ↑
|
↓←→⎵
|
Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds. | 750000+8% | 1000+0.2*EC | ||
Electricity ←
|
Thundershock ↓
|
→←←⎵
|
Instantly deals damage based on the towers current energy after subtracting the cost of this spell. | 20+20% | 10+0.6*Current Energy | |
Lightning ↑
|
↓↑←⎵
|
Instantly deals damage based on the towers maximum shield. | 900+25% | 10+1.25*Max. Shield | ||
Tesla Surge →
|
→←↓⎵
|
Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds. | 300000+30% | 10+0.08*Current Energy /s | ||
Alternation ↑
|
Nature ←
|
Regrowth ↑
|
↑↑↑→⎵
|
Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds | 20+10% | +0.5%*Log10EC |
Thorns →
|
↓←→↓⎵
|
Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds. | 1500+25% | 50% of incoming damage + 10% of current shield | ||
Seeds ↓
|
↓↑→←←→⎵
|
Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals. | 500000+20% | 0.25*EC | ||
Air →
|
Air Burst ←
|
←↓→→⎵
|
Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds. | 15+5% | 100+0.5*EC | |
Tornado ↑
|
↓←→↓⎵
|
Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds. | 5000+30% | 0.08*EC /s | ||
Vacuum →
|
→←←↓↑⎵
|
Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds. | 1000000+35% | - | ||
Obliteration ↓
|
Neutral ↑
|
Gatling →
|
↓↑↓↑↓←→←→←→⎵
|
Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage. | 100+25% | 0.5*EC |
Shockwave ←
|
←←→→→↑↑↓↓↓⎵
|
Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds. | 19000+70% | 5000+0.75*EC | ||
Amplify ↑
|
↑↑↑↑↑↑↑↑↑↑⎵
|
Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted. | 1000000+25% | - | ||
Universal ↓
|
Anti-matter Blast ↓
|
↓↓←↓→↓←→↑↓↓⎵
|
Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds. | 400000+45% | 30000+10*EC | |
Cosmic Ray ↑
|
↑↓←↓←↑↑↓←→→⎵
|
Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far. | 9000000+55% | 50000+22.5*EC | ||
Black Hole →
|
↓←→↑↓←→↑↓←→⎵
|
Spawns a very slow blackhole that absorbs enemy projectiles on its way. | 50000000+80% | 175000+30*EC |
Thorus(final)
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.
Info
"Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?
Controls
Everything
Upgrades
None
Fight Overview
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler). Many buildings of the town get "super upgrades" that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer. After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.
Artifacts
- None Currently
Achievements
- Final Attack: Defeat phase 2 Thorus.
- Pure Heart: Revive Dr. Cubical after defeating phase 2 Thorus.
- Perfect Tower: Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.
- No Escape: While in the revival menu of Dr. Cubical forcibly close the game.
Skills
- See also: Skills (Upgrade)
- Jack of All Trades - Each unequipped module receives 5% of the total combat experience gained at the end of a fight.
- Public Training - Increase the combat experience gained at the end of a fight by 0.1% per Town Level.
Exotic Skills
- See also: Exotic Skills