Memetic Identity
Artillery Marshal
Master the art of Fortification. Turbocharge your Territory with Turrets and Traps of unparalleled might.
Details
- Category
- Building
- Unlock Condition
- Unlock any 2 Artillery Marshal Specializations
- Mastery Effects
- 60
Building Nodes
Progress through Building memetic nodes to unlock this identity.
Building Effects
Basic Defense: Battle-Hardened
Sandbags, Shelter 01, and Shelter 02 gain the Battle-Hardened effect, Durability +100%. When your Territory exits combat, Durability recovers to 100%.
Flamethrower Trap: Scorching Blast
Flamethrower Trap DMG +30%. When the Flamethrower Trap kills an enemy, an explosion is triggered, dealing AoE Blast DMG to all nearby units (1s cooldown).
Robotics Facility: Skilled Mechanician
Increase the Durability of Traps and Rifle Turret type facilities by 50%.
Shotgun Turret: Volley Fire
Shotgun Turret DMG +30%, Power Consumption -30%, with a 30% chance to trigger the shrapnel effect.
Biomass Missile: Ample Munition
Plasma Missiles -80% Weight, and +2 Crafting Yield.
Gravitational Grip: Bonds of Guidance
When the Gravitational Grip trap is triggered by an enemy, there's a 20% chance that it will also inflict "The Bull's Eye."
Red Plasma Rounds
Special ammunition used by Gatling Cannons. They are extremely expensive but overwhelmingly powerful. Red Plasma Rounds: There is no bullet drop in its trajectory. Deals tons of damage, and has a large explosive radius. Can be kept for 24 hours. Red Antiviral Ammo: A specialized red plasma round designed to annihilate Silver Plague elites. Upon impact, it triggers a powerful electrolytic reaction, generating incredibly high heat and plasma bolts that swiftly melt down enemies in their path.
Gatling Cannon: Power Blast
Gatling Cannons deal +30% DMG. When your Territory exits combat, Durability recovers to 100%.
Rifle Turret: Two Birds One Stone
Rifle Turret DMG +30%, Durability +30%, and attacks on target trigger a Bounce effect.
Basic Defense: Battle-Hardened
Sandbags, Shelter 01, and Shelter 02 gain the Battle-Hardened effect, Durability +100%. When your Territory exits combat, Durability recovers to 100%.
Flamethrower Trap: Scorching Blast
Flamethrower Trap DMG +30%. When the Flamethrower Trap kills an enemy, an explosion is triggered, dealing AoE Blast DMG to all nearby units (1s cooldown).
Robotics Facility: Skilled Mechanician
Increase the Durability of Traps and Rifle Turret facilities by 50%.
Shotgun Turret: Volley Fire
Shotgun Turret DMG +30%, Power Consumption -30%, with a 30% chance to trigger the shrapnel effect.
Biomass Missile: Ample Munition
Plasma Missiles -80% Weight, and +2 Crafting Yield.
Gravitational Grip: Bonds of Guidance
When the Gravitational Grip trap is triggered by an enemy, there's a 20% chance that it will also inflict "The Bull's Eye."
Red Plasma Rounds
Special ammunition used by Gatling Cannons. They are extremely expensive but overwhelmingly powerful. Red Plasma Rounds: There is no bullet drop in its trajectory. Deals tons of damage, and has a large explosive radius. Can be kept for 24 hours. Red Antiviral Ammo: A specialized red plasma round designed to annihilate Silver Plague elites. Upon impact, it triggers a powerful electrolytic reaction, generating incredibly high heat and plasma bolts that swiftly melt down enemies in their path.
Gatling Cannon: Power Blast
Gatling Cannons deal +30% DMG. When your Territory exits combat, Durability recovers to 100%.
Rifle Turret: Two Birds One Stone
Rifle Turrets gain DMG +30%, Durability +30%, and trigger a Bounce effect upon hitting an enemy.
Basic Defense: Battle-Hardened
Sandbags, Shelter 01, and Shelter 02 gain the Battle-Hardened effect, Durability +100%. When your Territory exits combat, Durability recovers to 100%.
Flamethrower Trap: Scorching Blast
Flamethrower Trap DMG +30%. When the Flamethrower Trap kills an enemy, an explosion is triggered, dealing AoE Blast DMG to all nearby units. Cooldown: 1 second.
Robotics Facility: Skilled Mechanician
Trap and Rifle Turret facilities gain Durability +50%.
Shotgun Turret: Volley Fire
Shotgun Turret DMG +30%, power consumption -30%, and has a 30% chance to trigger the Shrapnel effect.
Biomass Missile: Ample Munition
Plasma Missiles -80% Weight, and +2 Crafting Yield.
Gravitational Grip: Bonds of Guidance
When the Gravitational Grip trap is triggered by an enemy, there is a 20% chance to inflict The Bull's Eye on the target.
Red Plasma Rounds
Special ammunition used by Gatling Cannons. They are extremely expensive but overwhelmingly powerful. Red Plasma Rounds: There is no bullet drop in its trajectory. Deals tons of damage, and has a large explosive radius. Can be kept for 24 hours. Red Antiviral Ammo: A specialized red plasma round designed to annihilate Silver Plague elites. Upon impact, it triggers a powerful electrolytic reaction, generating incredibly high heat and plasma bolts that swiftly melt down enemies in their path.
Gatling Cannon: Power Blast
Gatling Cannon DMG +30%. When your territory exits combat, their Durability recovers to 100%.
Rifle Turret: Two Birds One Stone
Rifle Turrets gain DMG +30% and Durability +30%, and trigger the Bounce effect upon hitting an enemy.
Basic Defense: Battle-Hardened
Sandbags, Shelter 01, and Shelter 02 gain the Battle-Hardened effect, Durability +100%. When your Territory exits combat, Durability recovers to 100%.
Flamethrower Trap: Scorching Blast
Flamethrower Trap DMG +30%. When the Flamethrower Trap kills an enemy, an explosion is triggered, dealing AoE Blast DMG to all nearby units. Cooldown: 1 second.
Robotics Facility: Skilled Mechanician
Trap and Rifle Turret facilities gain Durability +50%.
Shotgun Turret: Volley Fire
Shotgun Turret DMG +30%, power consumption -30%, and has a 30% chance to trigger the Shrapnel effect.
Biomass Missile: Ample Munition
Plasma Missiles -80% Weight, and +2 Crafting Yield.
Gravitational Grip: Bonds of Guidance
When the Gravitational Grip trap is triggered by an enemy, there is a 20% chance to inflict The Bull's Eye on the target.
Dummy: Fear and Terror
Automatically attracts nearby Deviants.
Red Plasma Rounds
Special ammunition used by Gatling Cannons. They are extremely expensive but overwhelmingly powerful. Red Plasma Rounds: There is no bullet drop in its trajectory. Deals tons of damage, and has a large explosive radius. Can be kept for 24 hours. Red Antiviral Ammo: A specialized red plasma round designed to annihilate Silver Plague elites. Upon impact, it triggers a powerful electrolytic reaction, generating incredibly high heat and plasma bolts that swiftly melt down enemies in their path.
Gatling Cannon: Power Blast
Gatling Cannon DMG +30%. When your territory exits combat, their Durability recovers to 100%.
Rifle Turret: Two Birds One Stone
Rifle Turrets gain DMG +30% and Durability +30%, and trigger the Bounce effect upon hitting an enemy.
Flamethrower Trap: Kebob Party
Flamethrower Traps inflict Burn. If the enemy has more than 10 stacks of Burn, they explode 1 time. Cooldown: 1 second.
Basic Defense: Battle-Hardened
Sandbags, Shelter 01, and Shelter 02 gain the Battle-Hardened effect, Durability +100%. When your Territory exits combat, Durability recovers to 100%.
Flamethrower Trap: Scorching Blast
Flamethrower Trap DMG +30%. When the Flamethrower Trap kills an enemy, an explosion is triggered, dealing AoE Blast DMG to all nearby units (1s cooldown).
Robotics Facility: Skilled Mechanician
Increase the Durability of Traps and Rifle Turret facilities by 50%.
Shotgun Turret: Volley Fire
Shotgun Turret DMG +30%, Power Consumption -30%, with a 30% chance to trigger the shrapnel effect.
Biomass Missile: Ample Munition
Plasma Missiles -80% Weight, and +2 Crafting Yield.
Gravitational Grip: Bonds of Guidance
When the Gravitational Grip trap is triggered by an enemy, there's a 20% chance that it will also inflict "The Bull's Eye."
Dummy: Fear and Terror
Automatically attracts nearby Deviants.
Red Plasma Rounds
Special ammunition used by Gatling Cannons. They are extremely expensive but overwhelmingly powerful. Red Plasma Rounds: There is no bullet drop in its trajectory. Deals tons of damage, and has a large explosive radius. Can be kept for 24 hours. Red Antiviral Ammo: A specialized red plasma round designed to annihilate Silver Plague elites. Upon impact, it triggers a powerful electrolytic reaction, generating incredibly high heat and plasma bolts that swiftly melt down enemies in their path.
Gatling Cannon: Power Blast
Gatling Cannons deal +30% DMG. When your Territory exits combat, Durability recovers to 100%.
Rifle Turret: Two Birds One Stone
Rifle Turrets gain DMG +30%, Durability +30%, and trigger a Bounce effect upon hitting an enemy.
Flamethrower Trap: Kebob Party
Flamethrower Traps inflict Burn. If the enemy has more than 10 stacks of Burn, they explode 1 time. Cooldown: 1 second.
Basic Defense: Battle-Hardened
Sandbags, Shelter 01, and Shelter 02 gain the Battle-Hardened effect, Durability +100%. When your Territory exits combat, Durability recovers to 100%.
Flamethrower Trap: Scorching Blast
Flamethrower Trap DMG +30%. When the Flamethrower Trap kills an enemy, an explosion is triggered, dealing AoE Blast DMG to all nearby units (1s cooldown).
Robotics Facility: Skilled Mechanician
Increase the Durability of Traps and Rifle Turret type facilities by 50%.
Shotgun Turret: Volley Fire
Shotgun Turret DMG +30%, Power Consumption -30%, with a 30% chance to trigger the shrapnel effect.
Biomass Missile: Ample Munition
Plasma Missiles -80% Weight, and +2 Crafting Yield.
Gravitational Grip: Bonds of Guidance
When the Gravitational Grip trap is triggered by an enemy, there is a 20% chance to inflict The Bull's Eye on the target.
Dummy: Fear and Terror
Automatically attracts nearby Deviants.
Red Plasma Rounds
Special ammunition used by Gatling Cannons. They are extremely expensive but overwhelmingly powerful. Red Plasma Rounds: There is no bullet drop in its trajectory. Deals tons of damage, and has a large explosive radius. Can be kept for 24 hours. Red Antiviral Ammo: A specialized red plasma round designed to annihilate Silver Plague elites. Upon impact, it triggers a powerful electrolytic reaction, generating incredibly high heat and plasma bolts that swiftly melt down enemies in their path.
Gatling Cannon: Power Blast
Gatling Cannons deal +30% DMG. When your Territory exits combat, Durability recovers to 100%.
Rifle Turret: Two Birds One Stone
Rifle Turret DMG +30%, Durability +30%, and attacks on target trigger a Bounce effect.
Flamethrower Trap: Kebob Party
Flamethrower Traps inflict Burn. If the enemy has more than 10 stacks of Burn, they explode 1 time. Cooldown: 1 second.