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Buildings

Almanac

Buildings

Buildings go on the grid around your Base, and the Base comes first: until it is placed, the build cards say BUILD YOUR BASE FIRST. Most buildings need power: build generators and batteries in reach, or feed a tower yourself (hold F while looking at it). Upgrading the Base raises the level cap for every other building.

Walls and doors: they block the lanes and take the hits.

Building Main crystal Build cost Upgrades give
Shield Wall Obsidian 25 Obsidian +HP, +Shield, +Shield Recharge
Spike Wall Obsidian 45 Obsidian +HP, +Spike Damage
Stone Wall Obsidian 15 Obsidian +HP
Stone Door Obsidian 25 Obsidian +HP (anyone opens / closes it)
Rime Vent Obsidian 10 Amber, 30 Obsidian +HP, +Stronger slow field

Make, store and pass on the power most towers run on.

Building Main crystal Build cost Upgrades give
Heat Generator Red 30 Red +HP, +Power Gen, +Stored Power, +Range
Distribution Generator Red 40 Red +HP, +Power Gen, +Targets, +Range
Battery Red 30 Red +HP, +Stored Power, +Power Out, +Targets, +Range

The guns. Each one has a weapon you can take off its stand.

Building Main crystal Build cost Upgrades give
Turret Purple 20 Purple +HP, +Damage, +Range, +Fire Rate, +Stored Power
Artillery Purple 50 Purple +HP, +Damage, +Range, +Splash Radius, +Stored Power
Sniper Purple 300 Purple +HP, +Damage, +Range, +Stored Power

Repairs, shields, the Siphon and the Base itself.

Building Main crystal Build cost Upgrades give
Healer Amber 20 Amber +HP, +Heal Amount, +Range, +Stored Power
Shield Projector Amber 30 Amber +HP, +Shield Heal, +Range, +Stored Power
Mana Siphon Amber 1000 Purple, 2000 Amber +HP, +Range, +Stored Power
Base All crystals 10 Red, 10 Purple, 10 Amber, 10 Obsidian +HP (the Base also raises every upgrade cap)