SteamSiege/Towers

SteamSiege features a variety of towers, unlocked or purchased over the course of the game. Each tower has two core upgrades. which only increase stats, then branches off into two seperate lines, which each get another stat increasing upgrade
==Musket Garrison==
Name 	Description 	Cost
Musket Garrison I 	With a high speed of fire and deadly aim, the Musket Garrison is the most reliable and most revered of the Rimali army's towers. Equipped with the latest in firearms technology, Muskets are the main damage dealers for the first part of the game, combining with the Automaton Barracks to create powerful defenses for very cheap 	90 Cogs
Musket Garrison II 	A straight upgrade to the original tower, the Musket Garrison II has better guns, better aim and better soldiers, yielding an all around better experience for everyone involved (excluding your foes of course). Pair with any grade of Automaton Barracks for maximum spice 	120 Cogs
Musket Garrison III 	Ka pow! The last classic musket you can acquire, the Musket Garrison III wields the newest in steampunk technology, with highly trained soldiers paired with quickfire guns for increased speed, damage and critical hit rate, making them the best damage tower pre-upgrades 	180 Cogs
Heavy Duty Turret I 	Who needs damage when you can have speed? Thats the motto of the Heavy Duty Corps, the newest branch of the Rimali army. Mounted on large, fast firing turrets, they don't hit hard, but shooting at breakneck speeds is a pretty good alternative. The Heavy Duty Turret has the best DPS in the game (with one exception) 	220 Cogs
Heavy Duty Turret II	
This is the one exception. Armed with all new bouncing bullets, the Heavy Duty Turret II is the latest steam powered marvel from the Inventor's Guild, and it can shoot even faster than it's predecessor, with the trusty steam engine having been replaced with an all new triple turbine magictech one, allowing for even faster shooting 	260 Cogs
Starlight Sniper I 	Infused with starlight canisters is the Starlight Sniper, using insane critical hit rate to take down even the strongest of foes. A specialized tower, these snipers are slow firing but will always target the strongest enemy, thus in their prime against bosses and other titanic foes - and their insane critical hit rate means they shoot to kill	240 Cogs
Starlight Sniper II 	If you thought a 75% crit rate was pretty high, then the Starlight Sniper II will knock you out of the park. With a 95% chance of critical hit, these expert gunslingers fire starlight infused weaponry, enhancing their critical hit damage and speed, making them one of the most reliable towers when the rounds go late 	300 Cogs
==Automaton Barracks==
Name 	Description 	Cost
Automaton Barracks I 	Small factories that create automated soldiers powered by steam, Automaton Barracks are the foundation of a good defense. Although they may not be the strongest, Automatons are amazing at stalling enemy attacks so your more offensive-oriented towers can get in damage, and pair with Musket Garrisons to create a simple yet effective defense 	80 Cogs
Automaton Barracks II 	New technologies have enhanced the once simple Automaton Barracks, with the formerly weak robot soldiers now decked out with armour and swords. While the primarily role of the barracks is still to stall opposing forces, now the troops can pack a real punch, able to handle quite a few enemies on their own, becoming even more potent when paired with other towers 	100 Cogs
Automaton Barracks III	Equipped with laser swords and steam shields, the third incarnation of the Automaton Barracks packs a punch, with the robotic knights able to wipe the floor with most weak creatures on their own. However, they struggle against more heavily armoured or higher HP enemies, needing backup from other damage focused towers to really shine - but they are still a remarkable defensive creature on their own	150 Cogs
Steelsoul Paladins I 	While they don't deal much damage, the Steelsoul Paladins are probably the best defensive tower in the game, excluding their upgraded form. With heavy, steam powered armour and enchanted shields, the Steelsouls ignore 60% of all damage dealt, which when coupled with their high HP makes them a huge roadblock for any enemy forces 	200 Cogs
Steelsoul Paladins II 	There really isn't much to say about the Steelsoul Paladins II. They have absurd health and ignore 80% of damage, letting them even stand strong against bosses, able to tank multiple hits from Big Mickey himself. However, they really need to be paired with a high damage tower to make them really shine. 	225 Cogs
Cyber Assassins I 	Fast and deadly, the Cyber Assassins do away with the high HP of previous barracks and instead focus on dodging, with a 25% chance to avoid attacks. They are very flimsy, dying to a swift breeze, but deal crazy amounts of damage when they land a hit, making them the perfect glass cannon. 	175 Cogs
Cyber Assassins II 	Armed with the most advanced weaponry, Cyber Assassins II use special shadow cloaks to avoid 50% of all attacks, and are even equipped with light armour, making them even harder to kill. Paired with their incredibly high damage, this makes the Assassins incredibly potent. 	250 Cogs
==Tesla Coil==
Name 	Description 	Cost
Tesla Coil I 	Magical conduits that send out arcing bolts of electricity, Tesla Coils are the most basic form of magical tower. Although their base damage output is rather low, there is a high chance for Tesla Coils to do a critical hit, which deals almost double damage, and they are able to completely ignore armour, making them a more specialised tower	120 Cogs
Tesla Coil II 	
The Tesla Coil II is the next step in electromagic technology, using two large steam engines to power a large arcane turbine, which attracts lightning bolts from the skies above. Teslas now have a chance to "arc" between multiple targets, dealing 20% less damage each time they arc. 	180 Cogs
Tesla Coil III 	It's big, it's flashy, it's powered by the best magitech this side of the Great Expanse - the Tesla Coil III now has a much higher chance of arcing between multiple targets, and the damage reduction from arcing has been reduced to -15%, allowing it's dps to be massively increased 	225 Cogs
Thunderstrike Shrine I 	You like arcs? We got arcs! The Thunderstrike Shrine capitalizes on the Tesla Coil's arcing power, with a much higher chance to arc and only -10% damage reduction per arc. The individual damage isn't all that high, but the potential with the arcing is incredibly potent. 	250 Cogs
Thunderstrike Shrine II	It's just a straight up better Thunderstrike Shrine, this time with a 80% chance to arc and no damage reduction! Yes you read this right, there is no damage reduction on the Thunderstrike Shrine II! May the god of thunder be with you! 	325 Cogs
Firebolt Rod I 	Focusing in on the magical side of the Tesla Coil, the Firebolt Rod deals triple damage against armoured enemies, while still having strong damage against normal enemies, and even halfway decent against those that have magical resistance - however, the rate of fire is fairly slow 	300 Cogs
Firebolt Rod II 	The Firebolt Rod II is the latest magmatic weapon of mass magical destruction - it deals quadruple damage against enemies with armour, and it shreds normal foes, even being able to deal with magically resistent enemies on it's own - and the rate of fire has got a major upgrade. 	330 Cogs
==Frost Sprayer==
Name 	Description 	Cost
Frost Sprayer I 	The Frost Sprayer is an experimental design, created by the eccentric inventor Kalura Jacksaw. Shooting out a highly concentrated blast of cold air, Frost Sprayers shoot slowly but their ammunition is powerful - it freezes in place any foes (or friends) unlucky enough to be caught in the blast, allowing your other towers to get in a lot of damage	200 Cogs
Frost Sprayer II 	
The Frost Sprayer II is a pretty direct upgrade to the original design, with military scientists weighing in and enhancing Jacksaw's initial creation. The major improvement is to the rate of fire, which is almost 50% faster, making the Sprayer much more effective 	220 Cogs
Frost Sprayer III 	New and improved, the Frost Sprayer III now has a chance to "frostbite" foes, which deals intense corrosive damage to them and slowly lowers all of their stats, making it an invaluable tool against strong enemies and bosses. Frostbitten enemies also take longer to unfreeze. 	260 Cogs
Icy Manipulator I 	The Icy Manipulator is optimized around freezing foes in place, with a strange portal linked up to a place where frost and snow reign sending blasts of ice out at slow speeds, which permanently freeze non-boss enemies in place, making them dead meat. 	310 Cogs
Icy Manipulator II	The Icy Manipulator II is a big improvement over it's predecessor. It sends out the same blasts of cold air as the traditional Frost Sprayer, but also slowly charges up the levitating portal, which when fully charged can be tapped to permanently freeze non-boss enemies in a close radius, then needing to be charged again 	350 Cogs
The Blizzard I 	The Blizzard is fairly similar to the Frost Sprayer III, with slightly increased speed and chance of frostbite. However, there is one big improvement - an air cannon that blasts frosty wind, pushing foes backward on a periodical basis, which when combined with Automaton Barracks can lock enemies in place 	290 Cogs
The Blizzard II 	The Blizzard II isn't anything especially exciting, more just a straight upgrade to it's predecessor, with a more optimized wind cannon which now has a chance to inflict frostbite on those hit, turning it into offense as well as defense. 	330 Cogs
==The Incinerator==
Name 	Description 	Cost
The Incinerator I 	The Incinerator is the latest design from the top military scientists, launching hefty fireballs onto the path, dealing splash damage to multiple foes at once. The Incinerator is a high damage tower, pairing well with stalling towers such as the Frost Sprayer or the Automaton Barracks, and being useful against swarms of low health enemies.	150 Cogs
The Incinerator II 	The Incinerator II is bigger, better and blastier than it's predecessor, with an enhanced cannon now able to shoot explosive projectiles at double the rate, and with slightly increased splash damage too, making this even better in conjunction with the Frost Sprayer or Barracks 	175 Cogs
The Incinerator III 	The Incinerator III introduces a new feature - balls of flame that bounce outward from where the bombs make contact, allowing for added splash damage potential, as these fiery projectiles bounce outward in a cross pattern, each bouncing three times and doing 50% less damage after each bounce 	210 Cogs
Oil Rig I 	The Oil Rig is a new, experimental machine designed to yield a new fuel source from deep below the sands. Unfortunately this new fuel source is fairly inefective, but top scientists have gleaned that it can be used for war, with waves of flammable oil being sent up to the surface then detonating periodically in a wave of fire 	250 Cogs
Oil Rig II 	The Oil Rig II is much more efficient, able to glean highly flammable "black gold" from a much larger radius and sending out the flame much quicker - however, this comes at a cost - the oil explosions can damage your own towers, making it so they need to be repaired 	300 Cogs
Dwarven Detonator I 	The Dwarven Detonator is 100% explosive goodness, with the normal explosive projectiles now coupled with rockets that are periodically launched from the Detonator, homing in onto groups of enemies and exploding in a large range, dealing high amounts of damage to any foes hit by it 	260 Cogs
Dwarven Detonator II	The Dwarven Detonator II is one of the best damage towers in the game, with the rockets coming at almost double the rate and dealing much more damage, and the base bomb projectiles having an expanded rate of fire and splash range - basically, it's absurd 	330 Cogs
==Steamshudder Behemoth==
Name 	Description 	Cost 	
Steamshudder Behemoth I 	An enormous tank mounted in place, slowly shooting high damage shells that explode in a small radius. However, at any time you may pay 300 Cogs into the behemoth. If you do, it rises up and becomes a tank, which slowly trundles around the radius, crushing any foes in their path and gunning down most others, until destroyed by attacks, at which point it reverts to tower form	250 Cogs	
Steamshudder Behemoth II 	The Steamshudder Behemoth II is a major improvement over it's predecessor, with the upgrade budget being spent primarily on the front mounted cannon, speeding up it's rate of fire and increasing it's damage, making it truly a monster of a tower 	300 Cogs	
Steamshudder Behemoth III	Steamshudder III is the pinnacle of tower/tank technology, with new low friction treads added onto the tank, allowing it's speed to increase massively, at the cost of slightly less health. The shells now have a new, explosive cocktail of chemicals in them, which sets enemies on fire, dealing rapid damage over the course of a couple seconds 	320 Cogs	
MEKA-300 I 	The MEKA-300 capitalizes on the tank form of the Steamshudder and is now permanently in a risen form, armed with two heavy machine guns and a flamethrower, the MEKA-300 is truly a beast. When destroyed, the loading bay takes 7 seconds to rebuild the MEKA, at which point it comes out of the top. 	360 Cogs	
MEKA-300 II 	The MEKA-300 II is a direct improvement to the systems and functions of the first, with a faster rebuilding speed and a new and improved submachine gun, which deals double the damage and has almost double the rate of fire of the previous dual guns, making it even more of a terror for your foes 	400 Cogs	
The Leviathan I 	The Leviathan is a floating fortress, usually docked in one place and firing it's twin gatling guns at foes, but for the steep cost of 450 Cogs it can be sent out to fly above, able to be moved anywhere on the map. However, after about 30 seconds The Leviathan will have to move back to it's dock to refuel 	380 Cogs	
The Leviathan II 	The Leviathan II is the most dangerous thing to cross Rimal's skies since the vulture barons of the old days, with an added gatling gun and the cost of relocating reduced to 420 Cogs, along with the flight time extended to 45 seconds, making it that much more effective at gunning down foes. 	450 Cogs	
==Necromancer's Lair==
Name 	Description 	Cost
Necromancer's Lair I 	A steam necromancer lurks in this solemn stronghold, dragging bodies in from the battlefield to ressurect as cybernetic zombies. These zombies act as troops, that although weaker than traditional soldiers, emulate any special abilities their original states posessed. There can only be a maximum of 3 zombies at any one time. 	250 Cogs
Necromancer's Lair II 	Upgraded necromantic magics and steam zombie technology have been combined with magical artefacts recovered from Shef'Kei's forces, combining to create a powerful upgrade to the original Necromancer's Lair, with +5% health and damage to all zombies and a higher rate of corpse gathering. 	275 Cogs
Necromancer's Lair III	A mysterious amulet has been recovered from a skirmish in the desert, and it has allowed the Necromancer's Lair to get yet another powerful upgrade - now there can be up to five zombies, and the zombies get another +5% boost to health and damage, making them a true force to be reckoned with 	325 Cogs
Mad Laboratory I 	The mad doctor and his mad laboratory are a twist on the traditional necromancer - instead of an army of little zombies, one big Frankenstein-esque beast has been created by this tower, absorbing some of the traits of enemies dragged back to the tower by the doctor's barely human servants. 	375 Cogs
Mad Laboratory II 	The Mad Laboratory II is bigger and better. More seemingly useless pipes, more ominous Tesla coils and best of all bigger zombies - the affectionately nicknamed "Frank" now has a friend. Depending on which of the golems is closer to the tower, one of them will receive upgrades when bodies are gathered. 	420 Cogs
Unrestful Cemetery I 	The Unrestful Cemetery doesn't even need a necromancer to watch over it - the dark energy accumulated over this solemn place is so strong that the dead and buried rise from the grave continuously - while the zombies no longer take on the traits of fallen foes, they are spawned at a much higher rate and there is no cap, at the cost of them being basically cannon fodder	355 Cogs
Unrestful Cemetery II 	The Unrestful Cemetery II is a straight power up for the original zombie-spewing graveyard, with the tombstones infused with more evil power and the creepy mists increased twofold. The zombies are spawned at a faster rate and can now pack a serious punch, turning them from cannon fodder into actual fighters. 	400 Cogs
==Acidite Cannon==
Name 	Description 	Cost
Acidite Cannon I 	Magical goo fallen from outer space has been revitalized into the new and highly experimental Acidite Cannon . Globs of slime are launched onto the path in random places - if they hit an enemy, that foe will be slowed for a couple seconds, but if they hit the ground they will transform into a weak yet slippery slime soldier, which are numerous but weak.	210 Cogs
Acidite Cannon II 	What happens when you combine probably incredibly dangerous alien goop with the racing minds of seven steampunkers? Easy. The Acdiite Cannon II - armed with a more refined slime shot and a faster rate of fire, soon you will be slowing enemies and summoning slimes like it's nobody's business. 	240 Cogs
Acidite Cannon III	The Acidite Cannon III is truly the next step in slime launch technology, with the all new turbocharge feature allowing you to pay 200 Cogs to double the rate of fire of the cannon - on a thirty second cooldown of course. This, combined with even better damage on the slimes makes the Acidite Cannon truly a dominant stall engine 	260 Cogs
The Glooper I 	The Glooper does away with silly slimes and troops - who needs them when you can have the ever-reliable stream of slowing goop that The Glooper brand is known for. More to the point, this upgrade does away with the slimes entirely in return for a much more potent slowing mechanism, which makes this powerful against individually strong foes 	300 Cogs
The Glooper II 	The Glooper II is everything it's predecessor did, but better. The tower's signature stream of sickly green goo now has a larger radius, and even has a chance to stun enemies entirely, along with a small amount of acid injected into the stream, making foes take gradual damage 	320 Cogs
Bioteknis I 	Bioteknis is an all new experimental technology - alien goo injected into a person. The Bioteknis tower sends out only two soldiers, but they are much more than they seem, fighting much better than any humanoid ever could. However, these powerhouses come at the cost of fire rate, as the tower itself now doesn't make slimes and shoots slower 	310 Cogs
Bioteknis II 	Bioteknis II has seen some major changes to the tower - the biowarriors now start small, but any shots fired by the Bioteknis will ricochet off their target and be absorbed into the biowarriors, increasing their power and eventually making them some of the strongest melee troops in the game 	370 Cogs
==Aura Mage==
Name 	Description 	Cost
Aura Mage I 	The Aura Mages of Rimal are famed across The Great Expanse, as their healing glow can not only heal any troops in the vicinity, but also empower them with auras of strength - the two can be swapped between in the Mage's interface. The Mage can be incredibly helpful but is somewhat situational, and is only good in conjuction with other towers, so one has to be careful when using it	100 Cogs
Aura Mage II 	The Aura Mage II has additional magic crystals, and there has been extra training given to the aura mages - now the healing aura works double-time, and the damage aura gives all affected troops a speed bonus as well, making the Aura Mage II a vital part of modern barracks builds. 	120 Cogs
Aura Mage III 	Aura Mage III has an all new feature - both auras are slightly weaker than their incarnations in Aura Mage II, but both of them are in effect at the same time, giving your troops regeneration, extra damage and increased speed, making the Aura Mage III much more effective. 	180 Cogs
Furious Firebrand I 	Who needs healing when you can bring death? That's the motto of the Firebrand school of aura magic, which uses infernal crystals and emotional magic to enhance the damage of any troops in the area threefold, making them a deadly force, although they have a negative to health. 	220 Cogs
Furious Firebrand II	Fire in the hole! The Furious Firebrand II brings the all new ability to give all of your troops flaming attacks, which can be activated for 100 Cogs and lasts for thirty seconds - flaming attacks ignite foes and deal damage over time, dealing extra to icy foes, not that many of those exist 	260 Cogs
Peace Radiant I 	The Radiant school of Aura magic is all about healing. A passive regeneration effect is applied to all troops in the tower's radius, which makes them nigh invunerable unless killed in one shot, while also applying a slowing aura to all enemies, making them considerably easier for your troops to deal with 	230 Cogs
Peace Radiant II 	The Peace Radiant II adds a new ability to the tower - you can now pay 200 Cogs to disarm all enemies within the radius of the tower, leaving all non-Boss foes unable to hurt you or your troops permanently. This ability is on a thirty second cooldown and pairs very well with higher level barracks 	290 Cogs
==Gravity Well==
Name 	Description 	Cost
Gravity Well I 	The Gravity Well was created by an unknown dark wizard who sold his soul to a demonic being to capture and contain a stellar entity, specificaly a black hole, only to be tragically slain moments later. The well itself slows down all nearby enemies and troops, sucking in those that are small, killing them near instantly. 	175 Cogs
Gravity Well II 	The Gravity Well II is the newest enhancement in stellar magitech, with the tower harnessing the black hole's volatile energy to send out damaging waves, dubbed "pulsars" by the engineers who first discovered the ability. These pulsars turn the tower into a more conventional offensive device, but it's primary function is still slowing and sucking.	200 Cogs
Gravity Well III	The Gravity Well III is not the most exciting upgrade in the world, but it's reliable and handy, increasing pulsar damage, pull power and the size of enemies it can suck in, generally making the tower stronger and more helpful against the everincreasing army of enemies advancing on the Rimalian army 	220 Cogs
Void Shot I 	The Void Shot is the name of a new feature added to the latest variations on the well, with sucked up enemies now being repurposed as "void shot", which are flung out of the tower at high speeds, adding an extra damaging capability to the tower which replaces the considerably weaker pulsar ability 	240 Cogs
Void Shot II 	The Void Shot II focuses on harnessing the sucking power of the tower, with better void shields allowing the well's immense gravity to start sucking in even larger and more powerful enemies, which can then be flung out as void shot, dealing more and more damage depending on how powerful the sucked in enemy is. 	275 Cogs
Supernova I 	The Supernova seems to be a radical change away from the usual Gravity Well, losing all of it's functionality apart from the considerably weakened pulsars. However, at any time the Supernova can be detonated, destroying itself but dealing immense damage to each enemy on the screen, including bosses. 	250 Cogs
Supernova II 	The Supernova II is pretty similar to its predecessor, with one major difference - instead of self destructing, it instead uses up one of it's two charges, dealing huge damage to everything on screen but staying aorund until both of them are used up, at which point it becomes simply a very weak damaging tower. 	350 Cogs
==Living Muskets==
Name 	Description 	Cost
Living Muskets I 	The Living Muskets is an animated version of the Musket Garisson, piloted by a powerful metal mage positioned in the heart of the tower. Appearing like a normal tower at first, the Living Muskets will rise up and attack any nearby foes, using the various accessories of the tower to fight foes. Still immobile though.	110 Cogs
Living Muskets II 	The Living Muskets II is now surrounded by three iron fists, which give it extra range and aids in its brawling capabilities, allowing the animated tower to deal more damage at a faster rate, making it considerably stronger 	150 Cogs
Living Muskets III 	Living Muskets III now has an added ranged attack, with the metal mage tossing the decoy soldiers on top of the tower at enemies, which detonate on contact with foes and deal high damage, although the rate of fire is slow. 	170 Cogs
Gunslinger Golem I 	The Gunslinger Golem is a new addition to golem technology, with the normal Musket Garrisson molded into an upright being wielding a large cannon, which shoots large bombs that detonate after a while, embedding in the ground and leaving a crater filled with burning magma. 	215 Cogs
Gunslinger Golem II	Gunslinger Golem II is the fastest firing, best shootin golem in all of Rimalia and The Great Expanse. Armed with dual cannons, the upgrade to the Living Muskets focuses entirely on ranged combat, with the tower firing two bombs at once for maximum damage and spread. 	270 Cogs
Towerzerker I 	The Towerzerker is a strange being, armed with a large axe that is normally leant against the immobile tower. However, when in action the tower leaps to life, surprisingly speedy and swinging it's massive axe around, slamming it downward to deal huge damage in a limited area and sending out a small shockwave. 	230 Cogs
Towerzerker II 	The sequel to the Towerzerker is more of the same, as the gargantuan golem and the metal mage that control it move double time, with the axe slams and swings faster and the shockwaves more devastating, making the Towerzerker II an absolute beast of a tower. 	300 Cogs
==Time Accelerator==
Name 	Description 	Cost
Time Accelerator I 	The Time Accelerator is able to be toggled on and off, speeding up all time in the nearby area by 2x, increasing the speed of your towers and of the troop movement, creating a bubble where time is faster for everything, which can be an incredibly powerful effect if utilised correctly. 	160 Cogs
Time Accelerator II 	The Time Accelerator II is a small upgrade upon it's predecessor, but a meaningful one. The "time bubble" created around the Accelerator now only affects your troops, making it a one sided speed boost that can be incredibly powerful, especially when paired with slow firing powerful towers such as the Frost Sprayer or the Missile Launcher. 	210 Cogs
Time Accelerator III	
The Time Accelerator III is simply an upgrade to the previous incarnation, with the only tangible change being that instead of things being sped up by 2x, they are instead sped up 2.5x, which allows your towers to be even faster and more effective. 	265 Cogs
Slow Motion I 	The Slow Motion does well, what the name says, discarding the speed increasing functionality of it's previous upgrades for an effect that slows down foes by 2x, making them toast for your army. This effect doesn't hit bosses though, which is the biggest downside of the Slow Motion. 	320 Cogs
Slow Motion II 	Slow Motion II is one of the strongest towers in the game, and for good measure. It has a toggleable ability, which allows you to switch between the tower's two modes. One slows all enemies in it's bubble by 2.5x, while the other speeds everything up by 2.5x, making the tower flexible and innately strong, which combine to make it very powerful, albeit expensive.	425 Cogs
Hyperspeed Engine I 	The Hyperspeed Engine is the inverse of the other upgrade path - instead of making foes slower, it makes friends faster to an absurd degree. Speeding all your troops and towers up by 3x, this effect can work to an insane degree when working with slow towers, as their usual drawback is almost entirely depleted. 	330 Cogs
Hyperspeed Engine II	The Hyperspeed Engine II is the epitome of speed. All towers and troops you control within it's bubble are sped up 3.5x, and the range has been increased to allow more of your allies to work at their maximum, making it overall a very strong tower. 	415 Cogs
==Missile Launcher==
Name 	Description 	Cost
Missile Launcher I 	The Missile Launcher is a slow, clunky tower but it has incredible damaging potential, harnessing the power of pure explosives to launch powerful missiles at any point on the screen. However, it must charge up to do this, and will only fire once tapped - however, the power of the rockets resemble the power of something such as the Thousand Sun Fury on steroids.	200 Cogs
Missile Launcher Ii 	The Missile Launcher II is the newest advancement in ballistics technology, with faster reloading speed and more destructive missiles allowing for the tower to get even more damage out at an even faster rate. 	230 Cogs
Missile Launcher III	The Missile Launcher III adds a new functionality, leaving flaming craters wherever the missiles land and dealing high damage to anything that goes into the crater, which can be combined with speed accelerating towers and multiple Missile Launchers to create a path marked with craters, making it hell for any enemies to go through. 	270 Cogs
Magmatic Mortar I 	The Magmatic Mortar fires in one place, but it fires fast and repeatedly, as one would expect of a mortar, leaving a small firey blast around where the Mortar's meteors make contact with the ground. You can pay 100 Cogs to change the Mortar's target. 	310 Cogs
Magmatic Mortar II 	The Magmatic Mortar II is a simple improvement on its predecessor, with heavier damage, faster firing and the flaming blasts emanated from the impact zone dealing higher damage to any of your unlucky foes caught in the blast radius, along with the ability to change the Mortar's target for free. 	345 Cogs
Flame Rockets I 	The Flame Rockets is a simple upgrade on the vanilla Missile Launcher, although a powerful one. While the traditional missile functionality still remains, and indeed is slightly more powerful, the tower now also rapidly fires out explosive rockets that don't deal much damage but ignite enemies. 	330 Cogs
Flame Rockets II 	The Flame Rockets II is pretty much the original on steroids, with both the vanilla missile creating bigger and more powerful craters, but the rockets deal higher damage and are more devastating towards your opponents, with the volatile flames now able to spread between enemy troops. 	390 Cogs
==Plague Wind==
Name 	Description 	Cost
Plague Wind I 	The Plague Wind sends out periodic blasts of pestilence, which do not deal any damage but infect any foes that find themselves in the path of the wind. Infected enemies slowly take damage over time, and when they die any enemies or troops that pass over their corpse also become infected, and the damage dealt by the plague is increased by the number of other infected entities nearby.	300 Cogs
Plague WInd II 	The upgrade to the Plague Wind is a simple stat increase, with a greater radius of attack, a higher attack speed and increased infection damage and multiplier. Nothing especially fancy, just effective 	330 Cogs
Plague Wind III 	The Plague Wind III is a powerful new addition to your arsenal, with the infection now coming with some extra fun times. There are now several syptoms of the Infection, including a cough that spreads it to other enemies, decreased speed and attack power and the fact that enemies who are infected will explode upon death. 	370 Cogs
Shepherd of Rot I 	The Shepherd of Rot is a direct upgrade to the primary functionality of the Plague Wind, spreading disease like it's nobody's business with a variety of extra symptoms, which the player can customise from the all new symptom menu. These symptoms vary from coughs, sneezes, exploding corpses, weakened fighting, insanity to much more. 	420 Cogs
Shepherd of Rot II	Shepherd of Rot II is a simple upgrade, with not that much substance. It's all about extra symptoms, and increased spread of the Infection, along with the fact that now you can infect your own troops so they can spread it to other enemies they hit, turning them into slowly dying disease warriors. 	460 Cogs
Locust Swarm I 	The Locust Swarm is a big change from it's precursor, instead of inflicting the Infection it is instead a hive for a huge swarm of locusts, which will swoop onto enemies and devour them in seconds, dealing high damage and getting stronger for every enemy killed, although if the Swarm is destroyed then all of your progress is lost. 	410 Cogs
Locust Swarm II 	More locusts, more damage, more fun. That is the motto of the Locust Swarm II and the hivomamcers that control it, with bigger hives and more locusts making the damage output of the tower considerably stronger, along with giving the locuts immunity to flames, which was previously their biggest weakness. 	455 Cogs
==Deadly Decoy==
Name 	Description 	Cost
Deadly Decoy I 	The Deadly Decoy is another barracks style tower, along the lines of the Necromancer's Lair or the Automaton Barracks, sending out troops that take the form of dummies loaded with explosives - when these dummies are destroyed they explode in a burst of flame, dealing heavy damage to nearby troops, be they friend or foe 	210 Cogs
Deadly Decoy II 	The sequel to the Deadly Decoy serves as a simple upgrade to the previous version, with the dummies dealing extra damage when burst and having less health, making them generally easier to pop. There can now also be three dummies at once as opposed to the two you could have in the earlier tower 	240 Cogs
Deadly Decoy III 	The Deadly Decoy III adds one primary new feature to the tower setup - the ability to "pop" the dummies at any time, simply by clicking on them twice, which allows you to use them as more targeted explosives as opposed to simply voltaile meatshields that can kill enemies that kill them, adding an extra layers of strategy to the tower 	280 Cogs
The Marionette I 	The Marionette is a deadly creation, and even you, the general, should be terrified of it. It looks at first like a generic dummy as the entire tower, somewhat resembling the troops sent out by the tower's precursors. However, when enemies come near the tower, long eldritch tendrils emerge from the dummy and begin to impale and drag foes toward the tower, which then "consumes" them. 	345 Cogs
The Marionette II	Something that resembles a test dummy sits alone, waiting and watching as enemies approach. As they come within it's reach, it grapples onto them, pulling them in and consuming them, getting stronger and bolder with each one killed. The Marionette II is powerful, but beware - if it gets too strong it will turn on you, and begin to attack your towers 	400 Cogs
Grenade Guys I 	The Grenade Guys are a fun, easy upgrade that carry on the traditional Deadly Decoy tradition of highly explosive warfare. Each armed with a belt of volatile explosives, these small homunculi sprint across the battlefield, tossing each of their grenades until either they run out or are killed. When destroyed, any grenades still on them explode, allowing them to serve a purpose even after death.	310 Cogs
Grenade Guys II 	Grenade Guys II is a simple addition to its previous form, with the guys now coming in pairs and armed with even more explosive payload. The tower also now has a "Detonate" button, which explodes all Grenade Guys immediately, which can cause a chain reaction of exploding grenades that will obliterate any nearby enemies. 	350 Cogs
==Self Replicator==
Name 	Description 	Cost
Self Replicator I 	The Self Replicator is a fairly weak tower, less useful then any of the other towers by itself, with low damage and a low rate of fire. However, it has the toggleable ability to slowly create identical copies of itself, which then create copies of themselves, slowly filling up the board with Self Replicators. 	160 Cogs
Self Replicator II 	The Self Replicator is a fairly weak tower, less useful then any of the other towers by itself, with low damage and a low rate of fire. However, it has the toggleable ability to slowly create identical copies of itself, which then create copies of themselves, slowly filling up the board with Self Replicators. 	200 Cogs
Self Replicator III	The Self Replicator III is, I'm sorry to say, more of the same. Duplication is now faster, and each individual tower deals more damage but overall the main change of the upgrade is a drastic increase to the damage through a multiplier system in which each individual Replicator deals more damage for each other one around it 	230 Cogs
Mirror Engine I 	The Mirror Engine is a twist on the conventional Self Replicator, as instead of simply creating copies of itself, the Engine summons mirror clones, which deal high damage and are much more powerful than the individual Self Replicators, but fade away after a short period of time, before the Engine goes on cooldown before making another wave of clones	300 Cogs
Mirror Engine II 	The Mirror Engine II has one key difference - whenever it makes the mirror clones, you can choose to copy it, or you can choose to copy a tower adjacent to the Engine, although when you choose to do this you will have to pay 25% of that tower's combine total cost as an extra fee 	350 Cogs
Cell Split I 	The Cell Split is simple and sweet. Every 30 seconds, each Cell Split will split into two less powerful towers, assuming there is space. These newly splitter towers will grow in power over the course of 30 seconds before splitting once again. And so on and so forth. You can see where it would go from there 	280 Cogs
Cell Spit II 	Cell Split II is a simple yet incredibly powerful enhancement upon the base version of the tower. It now splits every 15 seconds. Needless to say, things go crazy fast. And that's that. 	330 Cogs
==Mimic==
Name 	Description 	Cost
Mimic	The mimic is a temperamental being but is incredibly unqiue. It starts as a blank tower with no abilities, but one can pay Cogs equal to the total combined cost of any tower they control to make the Mimic a copy of that tower, which can then be upgraded as normal or turned into another tower.	200 Cogs
==Cog Factory==
Name 	Description 	Cost
Cog Factory I 	The Cog Factory is an interesting tower, to say the least. It is one of the most expensive towers in the game, but over time it provides a literal return on investment, producing Cogs to fuel your everexpanding army. This creates some interesting strategy based on when you buy the tower and how much you invest into it. 	350 Cogs
Cog Factory II 	The Cog Factory II is a fairly simple upgrade, simply increasing the production rate of Cogs so that the factory will be even more efficient for your everincreasing demand for Cogs to fuel the ever strengthening war machine. Sure, the workers are a little less happy but when has that ever been a problem in history 	400 Cogs
Cog Factory III 	The Cog Factory III has the generic upgrades one would expect from a base line tower upgrade - extra Cog production, to be exact, but it also has a special ability - for each Cog Factory III or higher on the battlefield, whenever you would get Cogs, you get 10% more each time, which can create a whole extra strategy of spamming the factories to make Cog deposits super powerful	450 Cogs
Rimalian Bank I 	The Rimalian Bank is a family owned, relatable business, assuming of course you are a powerful Rimalian inventor and businessman. The three workers here are paid well, and generate Cogs through the wonder of banking. Unfortunately, you now need to send troops in to retrieve the Cogs, but this comes with the fact that Cog production is now massively increased 	510 Cogs
Rimalian Bank II 	The Rimalian Bank II adds one major new functionality to the Cog Factory and it's derivates, alongside the traditional increases to Cog production. You can now take out loans of up to 2000 Cogs from the Bank, but you will need to pay back that loan with an additional 10% within 2 rounds or you will have to start selling towers to pay off your debts 	580 Cogs
Automated Business Unit I 	The Automated Business Unit is a simple, safe investment. It pumps out a good amount of Cogs on a regular basis, more than the III but considerably less than the bank, with the upside that you don't need to collect the Cogs. Also, when enemies are near, sometimes a "rush" will occur which speeds up Cog production threefold for 10 seconds 	475 Cogs
Automated Business Unit II	ABU II is more of the same reliable upgrade, still pumping Cogs out along its conveyors like nobody's business. The rushes are now also able to sometimes happen at random times, alongside the ones that happen from the first form's ability. Rushes also now speed things up even more! 	520 Cogs
==Meta-Stool==
Name 	Description 	Cost
Meta-Stool I 	The Meta-Stool continues the trend of shop-bought towers having interesting gimmicks and ideas - it is cheap, in fact it is the cheapest tower in the game, but it serves no real function. Instead, it can be placed in strange places, including over water and on the path, and allows towers to be placed on top of it. It also provides a small passive bonus of extra damage to mounted towers.	70 Cogs
Meta-Stool II 	The Meta-Stool II isn't the most innovative upgrade, nor is it the strongest, but it's cheap and reliable and it does its job well. The Stool provides now extra damage, attack speed and range to the tower placed on top of it, and a smaller version of these effects extends to surrounding towers 	100 Cogs
Meta-Stool III 	Meta-Stool III introduces one primary new feature. Once in the Stool's lifetime you may pay 200 Cogs to relocate it, moving the Stool and the tower on top of it to any other valid place across the map 	120 Cogs
Mobile Mount I 	The Mobile Mount is powerful, arguably one of the best upgrades for the Stool period. It allows, at any time, the Stool and the tower on it to be moved around at the player's touch, albeit at the cost of a measly 50 Cogs each time, making the Stool very flexible and powerful 	170 Cogs
Mobile Mount II	Mobile Mount II is well, a helicopter powered by steam. The turbines are powered by a magitech engine that helps it be even more mobile, and move its mounted tower around fast and flexibly. And oh, did I mention you can move it for free now, or even set it to pursue the furthest reaching enemies? Yeah this tower is kinda good 	220 Cogs
Aerial Aid I 	The Aerial Aid focuses on supporting the tower on the stool, with two helpful sand elementals whirling around the tower and providing it with augmented damage and attack speed, along with making all of its attacks inflict blinding sand, which stuns and slows enemies 	140 Cogs
Aerial Aid II 	The Aerial Aid II is generally more of the same, with a flurry of elementals flying above the tower and empowering it, which can now even be switched between, from elemental fire and ice to blinding sand to even the Infection, making the Aerial Aid very powerful and very flexible 	180 Cogs
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