Powerup Tower
The Powerup Tower increases the chance for mobs to drop a powerup. It has costly upgrades but is cheap to buy and is great for the early game. The Middle and Top path increases the chances for the tower, if it kills, for the mob to leave a powerup. The bottom path increases the chances very slightly for a mob that is 'marked' by the tower to leave a powerup if it is killed. Note: The chance increase only happens if it's a first time the tower has hit it. If the chance increase stacks with other towers, the other towers can only increase the chance if it's been marked by the tower that allows it to stack. By marked/hit, I mean the amount of mobs that can be marked from it at a time. The Powerup tower has the same "Another tower of this type is nearby" thing as Quake and Ice. All of the tower builds are symmetrical, so I wont show their other sides. The tower can still deal damage, even if the maximum mobs marked has been reached.
MID I
Damage: 12, Range: 11, Firerate: 3s, Mobs marked: 3, Chance increase: 15%, Stack (if the powerup chance increase will stack with other powerup tower's increases): No, Cost: 200
MID II
Damage: 15 (+3), Range: 13 (+2), Firerate: 2.75s (-0.25s), Mobs marked: 4 (+1), Chance increase: 18% (+3), Stack: No, Cost: 225
MID III
This path costs 300 points
Damage: 13 (-2), Range: 13 (+0), Firerate: 2.15s (-0.6s), Mobs marked: 6 (+2), Chance increase: 11% (-7), Stack: No, Cost: 500
TOP I
This path is free
Damage: 19 (+4), Range: 14 (+1), Firerate: 2.6s (-0.15s), Mobs marked: 2 (-1), Chance increase: 20% (+2), Stack: No, Cost: 400
BOTTOM I
This path costs 600 points
This path no longer deals damage, but the mobs it marks have their power drop chance increased so that every tower's kills have an increased powerup chance. Its marks now last for a time, however. It uses AOE to deal marks, which means that it no longer only marks a certain amount of mobs.
Range: 8 (-5), Firerate: 1.5s (-1.25s), Mark-time: 10s, Chance increase: 6% (-12), Stack: No, Cost: 600
MID IV
Damage: 12 (-1), Range: 13 (+0), Firerate: 1.75s (-0.4s), Mobs marked: 8 (+2), Chance increase: 13% (+2), Stack: Once, Cost: 650
TOP II
Damage: 25 (+6), Range: 16 (+2), Firerate: 2.5s (-0.1s), Mobs marked: 3 (+1), Chance increase: 24% (+4), Stack: No, Cost: 800
BOTTOM II
Top View
Range: 7 (-1), Firerate: 1.25s (-0.25s), Mark-time: 15s (+5s), Chance increase: 4% (-2), Stack: Twice, Cost: 1000
MID V
Damage: 12 (+0), Range: 12 (-1), Firerate: 0.75s (-1s), Mobs marked: 10 (+2), Chance increase: 10% (-3), Stack: Twice, Cost: 1500
TOP III
Damage: 40 (+15), Range: 20 (+4), Firerate: 2s (-0.5s), Mobs marked: 1 (-2), Chance increase: 25% (+1), Stack: Once, Cost: 1750
BOTTOM III
Top View
Range: 9 (+2), Firerate: 1s (-0.25s), Mark-time: 25s (+10s), Chance increase: 5% (+1), Stack: Four times, Cost: 1000
The Powerup Tower increases the chance for mobs to drop a powerup. It has costly upgrades but is cheap to buy and is great for the early game. The Middle and Top path increases the chances for the tower, if it kills, for the mob to leave a powerup. The bottom path increases the chances very slightly for a mob that is 'marked' by the tower to leave a powerup if it is killed. Note: The chance increase only happens if it's a first time the tower has hit it. If the chance increase stacks with other towers, the other towers can only increase the chance if it's been marked by the tower that allows it to stack. By marked/hit, I mean the amount of mobs that can be marked from it at a time. The Powerup tower has the same "Another tower of this type is nearby" thing as Quake and Ice. All of the tower builds are symmetrical, so I wont show their other sides. The tower can still deal damage, even if the maximum mobs marked has been reached.
MID I
Damage: 12, Range: 11, Firerate: 3s, Mobs marked: 3, Chance increase: 15%, Stack (if the powerup chance increase will stack with other powerup tower's increases): No, Cost: 200
MID II
Damage: 15 (+3), Range: 13 (+2), Firerate: 2.75s (-0.25s), Mobs marked: 4 (+1), Chance increase: 18% (+3), Stack: No, Cost: 225
MID III
This path costs 300 points
Damage: 13 (-2), Range: 13 (+0), Firerate: 2.15s (-0.6s), Mobs marked: 6 (+2), Chance increase: 11% (-7), Stack: No, Cost: 500
TOP I
This path is free
Damage: 19 (+4), Range: 14 (+1), Firerate: 2.6s (-0.15s), Mobs marked: 2 (-1), Chance increase: 20% (+2), Stack: No, Cost: 400
BOTTOM I
This path costs 600 points
This path no longer deals damage, but the mobs it marks have their power drop chance increased so that every tower's kills have an increased powerup chance. Its marks now last for a time, however. It uses AOE to deal marks, which means that it no longer only marks a certain amount of mobs.
Range: 8 (-5), Firerate: 1.5s (-1.25s), Mark-time: 10s, Chance increase: 6% (-12), Stack: No, Cost: 600
MID IV
Damage: 12 (-1), Range: 13 (+0), Firerate: 1.75s (-0.4s), Mobs marked: 8 (+2), Chance increase: 13% (+2), Stack: Once, Cost: 650
TOP II
Damage: 25 (+6), Range: 16 (+2), Firerate: 2.5s (-0.1s), Mobs marked: 3 (+1), Chance increase: 24% (+4), Stack: No, Cost: 800
BOTTOM II
Top View
Range: 7 (-1), Firerate: 1.25s (-0.25s), Mark-time: 15s (+5s), Chance increase: 4% (-2), Stack: Twice, Cost: 1000
MID V
Damage: 12 (+0), Range: 12 (-1), Firerate: 0.75s (-1s), Mobs marked: 10 (+2), Chance increase: 10% (-3), Stack: Twice, Cost: 1500
TOP III
Damage: 40 (+15), Range: 20 (+4), Firerate: 2s (-0.5s), Mobs marked: 1 (-2), Chance increase: 25% (+1), Stack: Once, Cost: 1750
BOTTOM III
Top View
Range: 9 (+2), Firerate: 1s (-0.25s), Mark-time: 25s (+10s), Chance increase: 5% (+1), Stack: Four times, Cost: 1000