Statue of Cubos

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Statue of Cubos
StatueOfCubos.png
Max. Tier 3
Conversion rate 250000:1
Color theme Black
Black resource.png

The Statue of Cubos is a building you use to fight bosses.

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

Cylindro's boss modules increase stats of the tower, like upgrades did before. You can only equip 3 (4 with Cyanotypes) at once.
Boss Module Linked Modules Description Formula
Searing Projectiles
  • Phoenix Bounce
  • Light Splash
  • Earth Taste
Increases the damage of the tower’s projectiles based on combat experience and module tier. (T + 1) * max(1, xp^0.05)
Hardened Shell
  • Stab Protection
  • Reflect
  • Shelter
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
  • Moon Energy
  • Recharge
  • Energy Flow
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
  • Light Crit
  • Overcharge
  • Air Shell
Increases Tower movement speed based on combat experience and module tier. (2 + 2T) + max(1, (xp/10)^0.06)
Acrobatic Plugin
  • Avalanche
  • Lightning
  • Redirect
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
  • Hurricane
  • Super Tower
  • Tremors
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
  • Shelter
  • Boss Shield
  • Advanced Heal
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.
Fighting Cylindro
Expand
SPOILER ALERT - Secret achivements and artifacts

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

Pyramidas' boss modules increase stats of the tower or unlock other weapons. You can only equip 3 (4 with Cyanotypes) at once.
Boss Module Linked Modules Description Formula
Sharp Projectiles
  • Incineration
  • Headhunting
  • Fire Taste
Increases the damage of all tower’s weapons based on combat experience and module tier. (T + 1) * (1 + xp³/100)
Titanium Plating
  • Shield of Nature
  • Titanium Hull
  • Dispel
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
  • Energy Recycling
  • Sun Energy
  • Refined Armor
Increases Max. ammunition of default weapon based on combat experience and module tier. 1 + T/20 + log_1000(xp)
Organic Vampirism
  • Lifesteal
  • Rejuvenate
  • Lifeleech
Heals the tower when attacking organic parts. Heal amount based on combat experience and module tier. 1 + T/20 + log_100(xp)
Shotgun
  • Sparks
  • Fracture
  • Execution
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
  • Lucky Shot
  • Sandstorm
  • Earthquake
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.


Expand
SPOILER ALERT - Secret achivements and artifacts

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

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.
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)
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)
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

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.
Expand
SPOILER ALERT - Secret achivements and artifacts

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.
Boss Module Linked Modules Description Formula
Otherworldly Foundation
  • 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.

Max Health: floor((T + 1) * max(1, xp^0.3) 1.02^T)
Full Heals: 1 + min(5, floor((T + 1)/10))
Dense Batteries
  • 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.

Max energy: (25 + T) * (1.01 * max(1, xp^0.01)^T
Energy regen: floor(1 + T/20)
Void Training
  • 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.

(1 + T/20) * max(1, xp * (T + 1)/100)^0.2
Arcane Magic
  • 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.

Damage: (1.2 + T/10) * (1 + (xp * (T + 1)/100)^0.15)
Duration: 1 + (T + 1)/100
Flying Cubes
  • 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.

(1 + T/5) * max(1, xp * (T + 1)/100)^0.2
Wards
  • 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.

Damage: (1 + T/10) * max(1, xp * ((T + 1)/100)^1.5)^0.15
Health: (1 + T/5) * max(1, xp * (T + 1)/100)^0.2
Heal: 2 * (1 + T/11) * max(1, xp * (T + 1)/100)^1.5
Duration: 1 + (T + 1)/100

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.
Expand
SPOILER ALERT - Secret achivements and artifacts

Final Boss

Expand
WARNING, MAJOR SPOILER BELOW
Expand
Endgame spoilers - Secret achivements and artifacts

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
  • Eternal Conflict (250 Exotic gem.png) - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.
  • Cyanotypes (1,500 Exotic gem.png) - Allows you to take one additional boss module into boss fights.