Necromancer

Siege Walker - Spawns Purgers. Can attack land targets only.

    Overview

    Blueprint
    • HP: 250
    • Build cost: 1400 metal
    • Maximum range: 180

Corsair

Hover Artillery - Can cross water and lava. Attacks land, sea and seabed targets.

    Overview

    Blueprint
    • HP: 175
    • Build cost: 300 metal
    • Maximum range: 160
    • Total DPS: 30.0

    Physics

    • Max speed: 10
    • Acceleration: 80
    • Braking rate: -1
    • Turn rate: 240
    • Amphibious

    Physics

    • Max speed: 10
    • Acceleration: 50
    • Braking rate: 50
    • Turn rate: 50
    • Hovers over land, lava and water

    Recon

    • Vision radius: 100
    • Underwater vision radius: 100

    Recon

    • Vision radius: 115
    • No underwater vision

    Economy

    • Weapon metal consumption: 35 / s

    Economy

    Weapon

    • Blueprint
    • Range: 180
    • Projectiles per fire: 7
    • Firing standard deviation: 360
    • Damage: 0.0 DPS: 7x0 damage every 12.00 seconds (0.083 shots per second)
    • Yaw: 180° at 3600° per second
    • Pitch: 180° at 3600° per second
    • Metal consumption: 420 per shot
    • Targets: LandHorizontal
    • Ammo recharged after 12.0 seconds
    • Layer Ammo
      AnyLand
    • Blueprint
    • Type: Projectile
    • Flight type: Staged
    • Burn damage: 15, radius 2
    • Muzzle velocity: 17
    • Max velocity: 20
    • Collision check: enemies
    • Collision response: impact

    Weapon

    • Blueprint
    • Range: 160
    • Projectiles per fire: 2
    • Firing standard deviation: 1.0
    • Damage: 30.0 DPS: 2x60 damage every 4.00 seconds (0.25 shots per second)
    • Yaw: 180° at 45° per second
    • Pitch: 89° at 45° per second
    • Targets: LandHorizontal, Seafloor, WaterSurface
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Damage: 60
    • Splash: 40 damage, radius 10
    • Full damage splash radius: 2
    • Burn damage: 15, radius 2
    • Muzzle velocity: 200
    • Max velocity: 400
    • Collision check: enemies
    • Collision response: impact
    • Target Priorities
      • Structure - Wall
      • Mobile - Air
      • Wall