Anti-Rock Turret
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Adds a defensive turret that shoots falling rocks, not the mountain. One or two are useful when rocks are hurting runners; invest harder only if you are building around Falling Pinatas, Rocket Salvo, or Turret Railgun.
Effect and Strategy
Section titled “Effect and Strategy”| Main use | Adds a defensive turret that shoots falling rocks, not the mountain. One or two are useful when rocks are hurting runners; invest harder only if you are building around Falling Pinatas, Rocket Salvo, or Turret Railgun. |
|---|---|
| When to buy | Buy the first one after 2 Scientists if falling rocks are hitting runners, you are using demolition/calamity-heavy damage, or you are preparing the turret support chain. Delay it if your real bottleneck is mountain damage or hauling, because the turret does not damage the mountain. |
| Cost | Gold: 210 Gold base: 210 Dwarves: 1 |
Are Anti-Rock Turrets Good?
Section titled “Are Anti-Rock Turrets Good?”| Verdict | Anti-Rock Turret is good as defensive utility, not as your main damage purchase. It protects Runners and enables turret reward scaling, but it does not attack the mountain. |
|---|---|
| Buy first | Buy one after 2 Scientists when falling rocks are interrupting hauling, killing/stunning workers, or piling up during Demolition Shack or other high-rock-pressure runs. |
| Skip for now | Skip it when the mountain is dying too slowly or ore is sitting uncollected. In those cases, fix damage or follow the Runners Guide before spending on rock defense. |
| Best payoff | It becomes much better with Turret Cooling Mechanism, Turret Accuracy, Turret Burst-Fire, Falling Pinatas, Rocket Salvo, Gyro-Stabilized Emplacements, and eventually Turret Railgun. |
What It Actually Does
Section titled “What It Actually Does”| Part | Exact Behavior | Player Takeaway |
|---|---|---|
| Target | Targets falling rocks only. It does not shoot the mountain, dens, or normal enemies. | Use it to protect Runners, not to speed up direct mountain kills. |
| Priority | Chooses reachable rocks using a score that favors rocks closer to the ground and closer to the turret. | This is why it is strongest as a last-line defense around the settlement side of the screen. |
| Aiming | Leads moving rocks before firing and must turn its barrel into aim tolerance before the burst starts. | Gyro-Stabilized Emplacements helps because turn speed and accuracy both reduce wasted time and missed shots. |
| Base stats | 420 range, 0.8-1.2s cooldown, 2 laser bolts per burst, 42% base accuracy, 1 damage per bolt, 350 bolt speed. | The base turret is real protection, but it needs Turret Cooling Mechanism and Turret Accuracy before it becomes reliable under heavy rock pressure. |
| Turret kills | When a turret projectile destroys a rock, the game marks that rock as destroyed by turret. | That marker is what makes Falling Pinatas matter: turret-killed rocks can become extra gold/gem value. |
Best Upgrade Path
Section titled “Best Upgrade Path”| Step | Buy | Player Takeaway |
|---|---|---|
| 1 | Anti-Rock Turret | Unlocks after 2 Scientists. Buy one when rock hits are costing hauling uptime or worker safety. |
| 2 | Turret Cooling Mechanism | Best early support. It shrinks the normal 0.8-1.2s cooldown; at max tier the listed cooldown multiplier reaches 0.04. |
| 3 | Turret Accuracy | Raises base 42% accuracy by up to +50 percentage points before prestige/artifact bonuses, which means far less shot spread. |
| 4 | Turret Burst-Fire | Adds up to +6 bolts per burst, taking the turret from 2 to 8 bolts. Buy once you can spare the mithril and already have at least one turret doing useful work. |
| 5 | Falling Pinatas | Only worth it once turret kills are common. The reward chance improves with the upgrade and also gets +0.1 percentage point per Scientists. |
| 6 | Rocket Salvo | Requires Rocket Salvo prestige, a turret, and 4 Scientists. It adds unguided explosive rockets; chance also gains +4 percentage points per prestige rank and +0.1 percentage point per Scientist. |
| 7 | Turret Railgun -> Railgun Retrofit -> Railgun Capacitor | Late path. Converts one turret into a piercing railgun beam; use it when dense falling-rock waves matter more than another normal turret. |
When It Fits A Build
Section titled “When It Fits A Build”| Build Situation | Use The Turret How |
|---|---|
| Spelunker Opening plus Harpoon Ballista | Good fit. Spelunkers and Harpoon Ballista can progress mapping/dens without rushing mountain damage, while the turret reduces runner losses from falling rocks. |
| Demolition Shack or calamity-heavy runs | Good fit. Explosive/high-calamity play throws more hazards at your workers, so defensive rock cleanup has real value. |
| Normal early damage rush | Low priority. A first turret can be fine, but multiple turrets before your damage and hauling are stable will slow the run. |
| Falling Pinatas farming | Good if rocks are already being destroyed by turrets. More Scientists, more turret uptime, and more burst count turn defense into extra loot. |
| Turret Railgun endgame | Strong support path. Railgun Retrofit changes the turret line from simple defense into piercing rock control, and Railgun Capacitor improves that railgun cooldown. |
Useful Synergies
Section titled “Useful Synergies”| Upgrade Or Artifact | What It Adds |
|---|---|
| Turret Cooling Mechanism | Cooldown multiplier tiers: 1.00, 0.88, 0.76, 0.64, 0.52, 0.40, 0.28, 0.16, 0.04. |
| Turret Accuracy | Flat accuracy tiers: +0%, +10%, +20%, +30%, +40%, +50%. |
| Turret Burst-Fire | Burst tiers add +0 to +6 bolts per shot, which is the biggest simple multiplier once shots are landing. |
| Falling Pinatas | Turret-killed rocks get a better chance to pay out gold/gems; the description also adds a Scientist-based bonus. |
| Rocket Salvo | Turrets can launch unguided rockets that explode in a large radius. Best after the prestige unlock and enough mithril income. |
| Gyro-Stabilized Emplacements | First 1/2 turrets can become free, and anti-rock turrets gain +75%/+150% turn speed plus +3%/+6% accuracy. |
| Turret Railgun | Unlocks Railgun Retrofit, turning a turret into a railgun path. |
| Railgun Retrofit | Converts one turret into a piercing beam. Railgun timing is 6-7s, beam damage is 8 against rocks in its path, Accuracy/Burst still apply, and Cooling only gives half value. |
| Railgun Capacitor | Adds railgun cooldown reduction after the railgun path is open. |
| Sorcerous Spyglass | Adds +10 percentage points of flat accuracy to Ballistas and turrets. |
How to Unlock
Section titled “How to Unlock”| Where it appears | Ballistics Workshop upgrade list. |
|---|---|
| Requirement | Requires 2 Scientists. |
| Cost | Gold: 210 Gold base: 210 Dwarves: 1 |
Availability and Effects
Section titled “Availability and Effects”| Gold Cost | 210 |
|---|---|
| Effect | Adds an Anti-Rock Turret to the Ballistics Workshop. |
Other Ballistics Workshop Upgrades
Section titled “Other Ballistics Workshop Upgrades”- Chained Harpoon
- Death Mark
- Dwarven Precision
- Falling Pinatas
- Flaming Bolt
- Harpoon Ballista
- Denbreaker's Rain
- Lubed Crank
- Monster Bane
- Multi-shot
- Quadruple-Bladed Bolt
- Railgun Capacitor
- Railgun Retrofit
- Rocket Salvo
- Sacred Drills
- Serrated Mithril Spikes
- Turret Accuracy
- Turret Burst-Fire
What To Read Next
Section titled “What To Read Next”Related Sounds
Section titled “Related Sounds”| Sound | Preview | Length |
|---|---|---|
| Laser1 | 0.26s | |
| Boom2 | 1.59s |