Official Enigmata Stellar War Thread page 2

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Tech Center Units

Tech Center

Enables unlocking and building the units that “require” it.

Upgrades:
Zava Detector: +1-5% chance of finding rare units
Gold Generator: Generate 150-600 gold every 10 seconds (10 levels)
Terra Alloy: +15-150 hp (10 levels)

Elson Demi

10.5 delay
Base Damage: 200 damage

Releases many mines in a wide arc in 4 directions

Upgrades:
Energy Rephase: Weapons will penetrate enemy shields (5 levels)
Matrix Enhancer: +4-40 hp (10 levels)
Adaigo Force: 15-75% chance to slow (5 levels)

Nuclear Terra

2.6 delay
Base Damage: 36 damage

Shoots many lasers in one general direction. A space shotgun.

Upgrades:
Inflict Chaos: 10-55% chance of causing confusion (10 levels)
Ultra Amplifier: +35-215% attack power (10 levels)
Spirit Orb: +50-410% exp (10 levels)

Neg Voider

0.9 delay
Base Damage: 0.0 healing
Rank 7 Upgrade: xxx

Removes negative effects from nearby units. Not affected by range bonuses. Gets a bump in healing with higher ranks, though.

Upgrades:
Void Heal: heals 5-32 hp when removing an effect (10 levels)
Team Resistance: all units in range get +5-23% chance of resisting a negative effect (10 levels)
Matrix Enhancer: +4-40 hp (10 levels)

Assassin

3.4 delay
Base Damage: 15 damage

Upgraded space artillery.

Upgrades:
Ultra Amplifier: +35-215% attack power (10 levels)
Dexterity Boost: reduces delay from 3.4 to 2.6 (10 levels)
Gravity Pulse: pulls enemies inwards

Chargor

Unlisted healing ability
Unlisted delay

Everyone’s favorite buff unit.

Upgrades:
Team Vigor: all units in range get +4-13% attack power (10 levels)
Team Boost: All units in range get +1-5 range (5 levels)
Team Integrity: all units in range get +3-17 hp (10 levels)

Scorpion

2.6 delay
Base Damage: 54 damage

Fires a large number of wave projectiles in a wide arc. Good for crowd control, but has a short effective range (projectiles disappear after a short distance).

Upgrades:
Terra Alloy: +15-150 hp (10 levels)
Spirit Orb: +50-410% exp (10 levels)
RS Expansion: Increase number of projectiles by 1-4 (4 levels)

Nyon Exist

5.9 delay
Base Damage: 150 damage

A nexxon phasor on steroids. Ignores shields

Upgrades:
Dexterity Boost: reduces delay from 5.9 to 4.4 (10 levels)
Spirit Orb: +50-410% exp (10 levels)
Ghost Phasor: 20% chance of converting enemy on killshot

Vira Savior

2.6 delay
Base Damage: 2.0 healing

A flying Vira Healer.

Upgrades:
Sanctify: Increase healing ability by 40-220% (10 levels)
Spirit Orb: +50-410% exp (10 levels)
Restore Shields: restores disabled shields when healing

Korazon

2.8 delay
Base Damage: 45

3 bullets per shot, 30 degree arc. Bullets pass through enemies.

Upgrades:
Team Integrity: all units in range get +3-17 hp (10 levels)
Ultra Amplifier: +35-215% attack power (10 levels)
Inflict Chaos: 10-55% chance of causing confusion (10 levels)

ZAC Assimilator

Rank 7 Upgrade: XZAC Assimilator

Summons a ZAC fighter

Upgrades:
Dominance: Fighters start at rank 2-7 (6 levels)
Turbo: +xxx-165% attack power to fighters (10 levels)
Final Armada: +1-2 extra fighters (2 levels)

 
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Rare Units

Gold Generator

Rank 7 Upgrade: xxx

Starts with the gold generator upgrade at level 2

Upgrades:
Rarity: Makes Gold and Silver coins more common by 1-5% (5 levels)
Gold Generator: Generate 150-600 gold every 10 seconds (10 levels)
Gold Medallion: Coins stay on the field 2-6 seconds longer (3 levels)

Infinite Fortress

Think of this as a sort of super Aegis Barrier. Larger size, but no shield. Not that there’s a real need for it with over 400 hp at rank 7.

Upgrades:
Auto-Heal: Heal one hp every 2.8-0.1 sec (10 levels)
Healing Amplifier: Increase effect of healing by 50-550% (10 levels)
Neg resistance: 3-25% chance of resisting a negative effect (7 levels)

Arcane Wrath

unlisted delay
unlisted damage

Can be upgraded with shield and regen. Works as a small wall unit with some damage capability. Also useful for “trapping” a boss close to your firing position.

Upgrades:
Auto-Heal: Heal one hp every 2.8-0.1 sec (10 levels)
Matrix Enhancer: +4-40 hp (10 levels)
Reflection Barrier: reduce damage by 40% and reflect enemy fire

Sanctum Beacon

5.5 delay
Rank 1-2: 6.3 healing
Rank 3-4: 7.5 healing
Rank 5-6: 8.8 healing
Rank 7: 10.0 healing

Tosses out healing pellts in a small radius, not aiming. Range cannot be improved

Upgrades:
Sanctify: Increase healing ability by 40-220% (10 levels)
Matrix Enhancer: +4-40 hp (10 levels)
Team Integrity: all units in range gain 3-17 hp (10 levels)

Defensive Wall

Sits there and takes a beating. Comes in two varieties, horizontal and vertical.

Upgrades:
Terra Alloy: +15-150 hp (10 levels)
Auto-Heal: Heal one hp every 2.8-0.1 sec (10 levels)
Healing Amplifier: Increase effect of healing by 50-550% (10 levels)

Tesla

xxx delay
Rank 1-2: 47 damage
Rank 3-4: 94 damage
Rank 5-6: 141 damage
Rank 7: 188 damage

Deals out a ton of damage at long range.

Upgrades:
Dexterity Boost: reduces delay from xxx to 3.5 (10 levels)
Ultra Amplifier: +35-215% attack power (10 levels)
Stun Blast: xxx-100% chance of causing stun (10 levels)

The Ledgend

0.5 delay
Rank 1-2: 10 damage
Rank 3-4: 20 damage
Rank 5-6: 30 damage
Rank 7: 40 damage

The “ultimate” unit, drops extremely rarely (found my first after 10 hours)

Upgrades:
Ultra Amplifier: +35-215% attack power (10 levels)
Devastation: Enemies explode when killed
Ledgendary: Sacrifice 3 random Rank 5 (or above) units to upgrade this unit to the Lightbringer

The Lightbringer

unlisted delay
unlisted damage

Holy hell, this breaks the game balance. Starts with Vitality level 1, and whatever upgrades you had before. But rank is set back to 1.

Upgrades:
Ultra Amplifier: +35-215% attack power (10 levels)
Devastation: Enemies explode when killed
Vitality: Increase laser duration by 10-100% (10 levels) (only available after upgrading to lightbringer) (starts at level 1)

 
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getting perfect for bosses is easy when you get the nano acid skill, it kills most bosses in seconds.

 
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With the Zava detector. If you have multiple ones do you get more than just a 5% chance to get a rare drop?

 
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If you give your central base turrets, it still doesn’t profit from team damage improvement.

I upgrade the Aegis barrier (the info text calls it somehow Rath barrier) into a Titan barrier, but the only difference was 100 life more, quite useless regarding a upgrade price of 500k :/

 
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I just pulled an “Ultimate Unit Ledgend” [sic]. Didn’t try the base version of it but it has an upgrade that eats 3 of your level 5+ units to make a “Lightbringer” that shoots continuous lasers for stupid damage at long range. It also has over 100 health. At level 4 without all the upgrades it’s averaging 25k per run on Enogon.

e: Got another one. Base damage is 15, .5 delay, 80ish hp.

 
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Personally I farm gold on lower levels by using taunt every time it can be(Plus speed) I also have 4 gold generators with 2%+ to gold value. I see at least 100k on any level.

 
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I get 300-350k per run on Enogon. Beats losing 2 or 3 units a run on anything later.

 
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is that ‘ultimate unit’ a rare ship? o.O i dont quite understand what you typed XD

 
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the legend is a rare ship, you can buy an upgrade that randomly destroys 3 of your +5 units to turn it into the lightbringer → strongest ship I have seen at level 7, but not that strong vs shields.

 
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ah, i still havent found one yet =/ best i’ve seen is tesla =/

is it specific map or any map is fine?

 
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I got my 2 back to back in Desstar and Celaz

 
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Ourous:
Yes, its on the map and its called something like Formation Editor. You can edit your setup outside of combat using that.

 
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Nyon Exist and Assassin seem to be the only normal attacking turrets worth building once you get them unlocked. Exists maul more or less everything but have somewhat short range and low rate of fire while Assassins mop things up at range. Corazons and Scorpions are cute but mostly redundant.

 
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How many rares and ultra rares can we have? And do rares inside the bank count towards that limit?

 
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Please tell me I’m not the only one who knows about infected fion drone survival.

 
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WOW, i’m on this map called Desstar and there are a swarm of Arias Devestator just pounding on my walls and unfortunately they arent fully upgraded and all of a sudden an Evil command base looms to the left of my base. To sum it all, i lost both walls to the swarm of Arias Devastator…… TROLOLOL

 
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anyone know the approx drop rate % for rares?

i have 3 sanctum beacons and a horizontal wall.

 
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Latest Update:

- Improved ZAC Fighter AI
- Allowing people to rotate walls (due to high demand)
- Rare units last longer on the field
- Fixed various errors

Working on:

- Visual upgrades for base
- Log book for enemies
- Display for which units were killed at end of level

 
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is it easier to get rares on harder levels? like on insane/hard?

P.S, Kidgamez, you can’t upgrade the rank 7 units anymore now. Like for example, i can’t turn aegis barrier to the rank 7 one. There isnt an option anymore.

 
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I would like to see, if possible, a change to the AI of the Fion Drones. Right now they have a tendency to all go after the same coins, leaving some to fade on other parts of the map. If they could avoid traveling together, or even maybe have a way to set designated areas for each one, or something; I think they would be much improved.

 
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I can`t find how rotate walls

Also gold generator`s rarity upgrade seems not working for me – coins still gives 100, 200,400 and so gold, not like 102, 204, 408

 
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ok, i find rotate button – it is there are upgrades? top-left )

 
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Range increase does nothing for scorpions, the shots disappear before they reach the end of their range.

 
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Hey guys, now you can actually rotate the defensive walls, the rotate option is at the top right of it’s upgrade screen (Thanks Kidgamez!)