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- Above all else, prioritize collecting Research Points (Unlocked early in the quest-line)
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- -F.O.R.T. stats can be leveled up using research points
- -Occasionally leveling up will upgrade the research center, increasing the amount of points gained over time
- -Research center storage will max out after 24 hours - try to visit the research center before this occurs.
- -Focus on Tech and Offense, but be sure to level by 10s for the 10th level bonuses.
- Tech (S tier)
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- Increases your trap damage, ability damage, and shield recharge rate.
- Important in all modes, but especially useful in Stormbase Defense missions, Endurance missions, and various alert missions centred around defense (Defend the Data, Ride the Lightning, Refuel the Homebase, Rebuild the Homebase, Evacuate the Shelter, etc.)
- Offense (S tier)
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- Increases the damage each of your weapons do.
- Extremely important in all missions, but less so in Endurance and other modes relying more on traps and building.
- Resistance (C tier)
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- Increases your shields.
- Your shields recharge normally which may make this a mathematically more beneficial stat than Fortitude, but both are considered much less valuable than the previous two stats.
- Fortitude (F tier)
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- This stat increases your overall health and health regen, however this is by far the least important of the four stats as you will get various means of healing rather early on in the game.
- Quality of Life settings
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- -Set survivor squads to auto-fill
- -You can set to auto-recycle various items accrued that are under a certain rarity.
- Things to know
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- about the Collection Book
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- -The Collection Book will collect the highest-leveled recycled copy of each schematic
- -Do not collect or recycle important schematics until you have duplicates of them
- -Pay attention to the CORE (6th) perks. If you have duplicates, keep the one which has the best CORE perk
- -If you recycle more than one item which fits one slot, you will get back the materials for all but the slotted item.
- -Things can be removed from the collection book and returned to inventory, but at a cost
- -Don't waste research vouchers - can be used to get limited items
- -Level collected things if you have an excess in XP, but do not evolve until late-game
- Daily Quests
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- Daily quests are usually fairly easy to complete as long as you have one of each of the four hero types and one of each weapon type. You may reroll one quest a day and store three at once. You should be rewarded with X-Ray tickets, which I would save for gold Upgrade llamas and featured llamas that contain Mythic (Gold) survivors. These are probably the hardest currency to farm in the game as it seems you can only farm them endlessly through Stormbase Assist missions.
- Weekly Quest
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- The weekly quest is typically doing Alert Missions of a certain difficulty or higher. Alert Missions are specifically those which have a purple fog around them in the mission select. Rewards tend to be very good and worthwhile.
- Dungeons
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- Dungeons aren't really that great in my experience. There seems to be an unavoidable 5 minute wait before starting any dungeon mission. It can be a good way to farm gold, but in my experience it's much easier and often more profitable to queue up for Stormbase Assist missions.
- -Collect two keys per floor. One is hidden as surface loot and the other is collected by destroying 3-4 husk spawners.
- -If you are solo, each floor will respawn you once upon death. If you die twice on one floor you will fail the dungeon.
- -Warp traps seem to be often beneficial for the first floor or two (ie. teleporting you close to the key), and negative on the third and fourth floors (teleport you into trap rooms, back to earlier rooms, or even further back than the entrance to the floor).
- -If you are in a group, players will have to revive each other with statues.
- -The timer ticks down constantly during Timed runs - There's little time to farm in these missions. Rewards seem to be marginally better.
- -Try to collect an Epic or higher ranged weapon for a reasonable time in the final floor and boss fight
- The Crypts
- Difficulty - 2
- Boss Difficulty - 5
- Complexity - 2
- Time - 0
- Loot - 2
- The final floor has many pits. Building is highly recommended to traverse safely and to collect chests hidden in dangerous areas beneath bridges. Towards the second-half of the floor there will be many warp traps. Build over these to get past them.
- You cannot one-cycle the boss - you will have to wait another minute to finish him off. He is surprisingly deadly considering it's the easiest dungeon in the game. I wouldn't recommend getting close to him and would suggest trying to kite him with guns and abilities.
- Inferno
- Difficulty - 4
- Boss Difficulty - 4
- Complexity - 7
- Time - 2
- Loot - 4
- The last floor of the dungeon is much more cryptic than the previous floors. I've only ever found the Skeleton Key by traversing through the lava to get to hidden lower passageways.
- The boss is pretty basic and straight-forward.
- The Labyrinth
- Difficulty - 9
- Boss Difficulty - 7
- Complexity - 10
- Time - 6
- Loot - 1
- This dungeon has a speedmaze sort of gimmick.
- If you take too long and your timer runs out you will be cursed and will take occasional damage until you collect one of the shields scattered throughout the dungeon.
- Shields cannot stack. Shields will only reset your doom timer to full.
- Progressing to the next floor will not reset your shield, but there is often a shield nearby
- The Grotto
- Difficulty - 8
- Boss Difficulty - 8
- Complexity - 9
- Time - 8
- Loot - 10
- The Lab
- Difficulty - 9
- Boss Difficulty - 0*-11
- Complexity - 9
- Time - 10
- Loot - 8
- Try to farm at least 18 blue goo from vats with Mist Monsters in them - You will have a time limit and will earn 1/2/3 blue goo over the course of three 30 second rounds of progressing difficulty.
- Collect extra goo if you want to access loot rooms (I think it's 4 goo per room)
- You can and should deposit blue goo into as many of the spots as possible, I believe it is a maximum of 6. Each costs 3 blue goo.
- The boss can be trapped by backtracking to the entrance area of the arena. The boss will be unable to get through the doorway and will be open to attack.
- This dungeon is fun and looks interesting, but is probably the least efficient dungeon in the game with how massive it is.
- Quest Matchmaking Tips
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- -Pin all venture quests
- -Most quests will light up on the sidebar if you highlight a mission that has that quest in it (Some main quests will not for some reason)
- -Prioritize main questline to progress and unlock further evolutions and content in the game.
- -Try to do Venture zone missions if you can complete the current main quest in them.
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- POWER LEVEL:
- -Based on various stats and Survivors
- -Limits which missions you can do in the game
- Survivors
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- -Autofill will handle the busywork for the most part
- -Upgrade and evolve Mythic survivors to max, then Legendary survivors, then Epic survivors
- -The collection book has slots for each rarity / personality combination, but not for every unique survivor in the game
- -Easier to maintain inventory as you unlock more slots and spaces by progressing through the quests and leveling up
- -In general, Mythic survivors are best even if they don't have matching personalities. For all other survivors, personality matching seems to be more important. Auto-fill is good at managing this and it's best to think of it in the sense that with the more heroes you collect and stockpile and level the more optimized the squads will get.
- -Supercharge your best survivors. When you collect/recycle survivors, you'll get the superchargers back.
- There are 8 squads, two for each of the F.O.R.T. stats, each with 8 slots. There are 24 unique Mythic survivors. This means:
- -You will try to fill your squads with all Mythic survivors.
- -A large portion will not match the personalities of the squads
- -You will eventually need to collect more duplicates to replace the non-matching personalities
- This could change if they ever add the ability to change a survivor's personality type.
- In-Mission tasks
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- S-tier
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- Skeet-shooting
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- .ARs, SMGs, and Shotguns recommended
- .Get 10 for one gift, 20 for two
- +Grants some of the best loot
- -Time-consuming
- Survivor: Talk to Survivor
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- +Very fast and easy
- A-tier
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- Repair the Antenna
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- +Saves a survivor and grants a gift
- +Quick and easy
- Destroy the encampment
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- .Kill waves of enemies, varying depending on size of encampment.
- +Straightforward, grants good rewards
- -Prone to bugs; Might have to leave and return if the encampment glitches out
- B-tier
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- Survivor: Missing Medkit
- -Often time-consuming
- Survivor: Rescue the Survivor
- -Time-consuming
- Survivor: Nobody's Home
- -Often time-consuming
- -Chance to lead into Protect the Survivor
- D-tier
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- Build the Radar Tower
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- .Can be Survivor, Chest, Mining, or vision radar.
- .Tells you how much materials will be required to complete
- -Often grants poor rewards
- -Costly and time-consuming
- Weapons
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- In general:
- Ranged:
- S Tier
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- Bows
- DPS: S
- Durability: ?
- Cost: F
- Explosive Weapons
- DPS: S
- Durability: ?
- Cost: F
- A Tier
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- Assault Rifle
- SMG
- DPS: S
- Durability: ?
- Cost: C
- B Tier
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- Shotgun
- D Tier
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- Sniper
- DPS: D
- Pistol
- DPS: D
- Melee:
- S Tier
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- Swords
- DPS: S
- Speed: S
- Durability: ?
- Cost: ?
- B Tier
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- Clubs
- DPS: C
- Speed: B
- Durability: ?
- Cost: ?
- C Tier
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- Axes
- DPS: C
- Speed: F
- Durability: ?
- Cost: ?
- D Tier
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- Hardware
- DPS: D
- Speed: F
- Durability: ?
- Cost: ?
- Scythes
- DPS: C
- Speed: C
- Durability: ?
- Cost: ?
- F Tier
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- Spears
- DPS: F
- Speed: D
- Durability: ?
- Cost: ?
- Traps
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- S Tier
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- Ceiling Electric Field (Ceiling)
- DPS: A
- Crowd Control: Medium Impact
- Reload Speed: D
- Durability: B
- Cost: B
- Range: 3x3x1
- Broadside (Wall)
- DPS: S
- Crowd Control: Strong Impact
- Reload Speed: D
- Cost: C
- Range: 3x1x1 (Physics)
- .Physics
- .Good in tunnels
- -Inaccurate past 2 tile range
- Ceiling Drop Trap (Ceiling)
- DPS: A
- Crowd Control: Strong Impact
- Reload Speed: D
- Cost: D
- Range: 3x1x1
- .Physics
- +Hard for lobbers to attack
- +Great for spawnkilling mobs
- +Great to use on hills and over pits
- Anti-Air Trap (Floor)
- DPS: *
- Crowd Control: None
- Reload Speed: S
- Durability: S
- Cost: D
- Range: 3x3x3?
- .Attacks projectiles
- +Counters Lobbers
- -Expensive
- -Mildly situational
- Tar Pit Trap (Floor)
- DPS: None
- Crowd Control: Strong slow, stops charging enemies
- Reload Speed: Instant
- Durability: ?
- Cost: D
- Range: 1x1x1
- +Counters Smashers
- -Mildly situational
- Sound Wall (Wall)
- DPS: None
- Crowd Control: Stun (Mist Monsters), Dance (Husks)
- Reload Speed: D
- Durability: ?
- Cost: F
- Range: 1x1x1
- +Causes 'Sploder Husks to drop propane tanks
- +Stuns Mist Monsters
- -Highly situational
- -Requires batteries
- Wall Darts (Wall)
- DPS: B
- Crowd Control: None
- Reload Speed: C
- Durability: ?
- Cost: C
- Range: 3x1x1
- .Good in open areas
- +Accurate and reliable
- A Tier
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- Floor Spikes (Floor)
- DPS: B
- Crowd Control: Moderate Slow
- Reload Speed: Instant
- Cost: B
- Range: 1x1x1
- +Provides constant and reliable slow
- Wall Dynamo (Wall)
- DPS: S
- Crowd Control: ?
- Reload Speed: ?
- Cost: F
- Range: ?
- +Can be placed on low walls
- -Requires batteries
- B Tier
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- Floor Freeze Trap (Ceiling)
- DPS: None
- Crowd Control: Freeze
- Reload Speed: D
- Durability: ?
- Range: 1x1x1
- +Buffs damage to frozen enemies
- -Slow activation
- Gas Trap (Ceiling)
- DPS: D
- Crowd Control: Slow
- Reload Speed: Instant
- Durability: ?
- Range: 3x3x1?
- +Pairs well with Freeze Traps
- +Applies Affliction Damage
- Wall Launcher (Wall)
- DPS: ?
- Crowd Control: Massive Impact
- Reload Speed: ?
- Durability: ?
- Cost: C
- Range: 1x1x1
- .Good in tunnels
- .Allows for creative trap setups
- -Highly situational
- C Tier
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- Retractable Floor Spikes (Floor)
- DPS: A
- Crowd Control: Medium Impact
- Reload Speed: C
- Durability: ?
- Cost: ?
- D Tier
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- Wall Spikes (Wall)
- DPS: D
- Crowd Control: None
- Reload Speed: Instant
- Durability: ?
- Cost: S
- Range: 0x0x0
- .Damages enemies when they attack structure
- Healing Pad (Floor)
- DPS: None
- Crowd Control: None
- Reload Speed: ?
- Durability: ?
- Cost: ?
- Range: 1x1x1?
- +Heals players and defenders
- F Tier
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- Flame Grill Floor Trap (Floor)
- DPS: B
- Crowd Control: None
- Reload Speed: A
- Durability: ?
- Cost: ?
- Range: 1x1x1
- +Applies fire damage over time
- +Strong against Nature enemies
- -Weak against Water enemies
- Ceiling Zapper (Ceiling)
- DPS: S
- Crowd Control: Massive Impact
- Reload Speed: ?
- Durability: ?
- Cost: ?
- Range: 1x1x1?
- -Attacks only one enemy at a time
- Cozy Campfire (Floor)
- DPS: None?
- Crowd Control: None?
- Reload Speed: Instant
- Cost: S
- Range: 3x3x3?
- +Heals allies
- -Highly situational
- Wall Lights (Wall)
- DPS: ?
- Crowd Control: Stun
- Reload Speed: ?
- Durability: ?
- Cost: ?
- Range: ?
- -Outclassed by non-Wall crowd control traps
- Floor Launcher (Floor)
- DPS: None
- Crowd Control: Launch
- Reload Speed: ?
- Durability: ?
- Cost: ?
- Range: ?
- Classes
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- Outlander (S Tier)
- +Best for farming materials
- +Teddy/Zapper have high DPS
- Ninja (S Tier)
- +High mobility
- +Massive single-target damage
- Soldier (B Tier)
- +Well-rounded
- +High damage
- Constructor (C Tier)
- +Defensive support type class
- -Highly situational
- -Low mobility
- Upgrades
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- Stormbase Storage
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- Backpack Size
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- Pickaxe Damage
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- +Allows you to farm faster
- Building and Repair speed
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- +Upgrade buildings faster
- Building Health
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- Gadgets
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- S Tier
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- Hover Turret
- +Very high DPS
- Adrenaline Rush
- +AoE heal works on defenders and Survivors
- Banner
- +Heals Structures
- A Tier
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- Slow Field
- C Tier
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- Teleporter
- -Hard to use
- Supply Drop
- -Outlander is more effective
- F Tier
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- Air Strike
- -Hard to position
- -Long cooldown
- -Unreliable
- -Long activation time
- Mines
- -Low damage
- Defemders
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- Sniper (S Tier)
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