Spire
The Spire is a mainly defensive gadget that shoots down incoming projectiles. It takes up the Dome Backside gadget slot. It has two sets of mutually exclusive upgrades and as all defensive gadgets an autonomy upgrade. By default it has 1 shot before recharging for 5 seconds and takes 0.5 seconds to target.
Upgrades
Mutually Exclusive
The Spire has two sets of mutually exclusive upgrades(meaning you can only get one of the two):
- Burst Fire and Sustained Fire
- Projectile Split Path and Energy Trap Path
Burst Fire
"Fires in short bursts, dealing well with salvos."
Upgrade Name | Default | Burst Fire | Capacity |
---|---|---|---|
Shots before Recharge | 1 | 3 | 3 + 1 for every purchase |
Recharge Time | 5 sec | 8 sec | 8 sec |
Other | - | - | Iron Cost +1 each purchase |
Upgrade Image |
Sustained Fire
"Brings the recharge time down to a near zero, enabling a very steady fire pace."
Projectile Split Path
"Hit projectiles split into multiple smaller ones, dealing damage to enemies. The amount of split projectiles depends on the potency of the incoming projectile."
Upgrade Name | Projectile Split | Ground Split | Fast Split |
---|---|---|---|
Split Shot Speed | 200 | doesn't affect | 350 |
Additional Split Projectiles | 0% | +100% | +100% |
360o Split | - | Yes | - |
Upgrade Image |
Energy Trap Path
"Shooting down a projectile generates an energy trap, that will catch more projectiles. How much it can capture depends on the potency of the incoming projectile."
The stronger the shot down projectile is, the bigger, stronger and more durable is the trap.
1 - factor is a value calculated using this formula: sqrt(projectileDamage) / 6
Autonomy
The Spire works even when you are not in the control station and the wave has started.
Tech tree example
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