Difference between revisions of "Statue of Cubos"
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− | + | '''<big>Thorus(final)</big>''' | |
+ | |||
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it. | Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it. | ||
− | + | '''<big>Info</big>''' | |
+ | |||
"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? | "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? | ||
− | + | '''<big>Controls</big>''' | |
+ | |||
Everything | Everything | ||
− | + | '''<big>Upgrades</big>''' | |
+ | |||
None | None | ||
− | + | '''<big>Fight Overview</big>''' | |
+ | |||
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). | 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. | 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. | ||
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<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">Endgame spoilers - Secret achivements and artifacts</div> | <div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">Endgame spoilers - Secret achivements and artifacts</div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | + | '''<big>Artifacts</big>''' | |
*'''None Currently''' | *'''None Currently''' | ||
− | + | '''<big>Achievements</big>''' | |
*'''Final Attack:''' Defeat phase 2 Thorus. | *'''Final Attack:''' Defeat phase 2 Thorus. | ||
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*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game. | *'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game. | ||
</div></div> | </div></div> | ||
+ | |||
==Skills== | ==Skills== | ||
{{See also|Skills (Upgrade)}} | {{See also|Skills (Upgrade)}} |
Revision as of 07:22, 12 October 2022
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, as every different boss plays differently than the core game.
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 only further increase in power the more you defeat that boss, and can be upgraded with Statue resources. Each defeat gives you combat experience that further increases the stats of the modules. Currently, only Dodecai has them, but the other 3 will have them added here once they get them. The final boss will not have boss modules, and will instead get a hardmode for those that want the challenge.
Higher tier bosses gain new abilities and stat changes, following the Fibonacci Sequence (Tiers 2, 3, 5, 8, 13, and 21). This keeps the challenge of higher tier bosses fun, and not feeling monotonous or like a slog to complete.
Rewards include exotic gems, artifacts, achivements and military tier requirements.
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
Controls
- Movement: Left/Right or A/D
- Fire Missiles: Up, W, Spacebar
Upgrades
These upgrades help the tower defeat Cylindro. The upgrades are:
- Health regeneration: Heals the tower over time.
- Energy Regeneration: Regenerates the tower's energy over time.
- Powerup bonus: Increases power gain by pickups.
- Resistance bonus: Tower receives less damage.
- Damage bonus: Tower puts out more damage.
- Speed bonus: Tower moves faster.
Fight Description
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.
You can dodge his attacks by hopping to adjacent pillars.
To damage cylindro you need to fire missiles, this will cost energy.
Energy orbs spawn randomly on pillars, use these to restore energy.
VERIFY : remove that part to verify If you hit cylindro before his first spin, he will do a headbutt.
If you hit cylindro before his second spin, he will do a water storm. (1 side)
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)
Artifacts
- Energy Sphere: 5% base chance on victory.
Achievements
- You Spin Me Right Around: Defeat Cylindro while he is doing his slam attack.
- 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
Controls
- Shoot: Left mouse button (hold)
- Manual Reload: Right mouse button
- Faster Reloading: Shake mouse
Upgrades
These upgrades help the player defeat Pyramidas. The upgrades are:
- Health regeneration: Heals the player over time.
- Ammunition Bonus: Increases the maximum amount of ammo in a single reload.
- Damage Bonus: Increases bullet damage.
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
Controls
- Movement: Arrows or WASD
- Drop bomb: Left mouse button, or scroll mouse, or space bar
Upgrades
These upgrades help the tower defeat Cubos Jr. The upgrades are:
- Health bonus: Increases tower's maximum health
- Two bombs upgrade: Allows the tower to put out two bombs at the same time
- Explosion diagonal: The bombs explosion will also spread into its diagonal position instead of its side only
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 20*(tier^2)-(40*tier)+30
combat experience.
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
Base Cards
These cards are always equipped regardless of boss modules, and cannot be removed.
- Fighter x2 - [Energy Cost: 50] Spawns a group of Fighters
- Battery x4 - [Energy Cost: 400] Increases energy regeneration and max energy (Note: You can only use each Battery card once per fight, for a total of 4 boosts.)
- Speed Up x1 - [Energy Cost: 80] Increases movement speed and attack speed of friendly units
- Redraw x1 - [Energy Cost: 125] Draw a 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
Other Cards
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
Modules
Dodecai's boss modules give you more cards in your deck, and increase stats of the tower and friendly allies.
- 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.
- 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.
- 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.
- 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.
- 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 Dodecai to attack units.
- Tier 3: Adds a third turret in the middle of the track. Dodecai can now spawn Tanks. Dodecai can now spawn barriers that damage ground units that pass through them.
- Tier 5: Adds a fourth turret in the middle of the track. Dodecai can now spawn flying units. Dodecai can now Speed Up units
- Currently, Dodecai has a cap of 7 tiers while the Tier 8+ abilities get finalized.
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
- Eternal Conflict - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.