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概览
EPOM——强化精密整形大师. -是那个... TD 堡垒总工程师 他目前的内容侧重于工程服务:日常对话、战斗扫描仪植入、总工程师培训、物质分散器资源平衡、5个可重复的陆军装备行业、永久性Turret车间研究和主楼理事会外观。
快速状态
| 属性 | 数值 |
|---|---|
| 字符显示年龄 / 时代 /对齐 | 42 / 未来/ 邪恶 |
| 地点 | TD堡垒工程 |
| 时间表 | 每天早上6点到10点 |
| 最爱关系阈值 | 技术85、情报80、力量75 |
| 特殊关系技能 | 工程天才 |
| 最喜欢的礼物 | 无;没有执行普通赠与动作 |
| 说话 | 15分钟; 1个真爱;每天3个 |
开始他的路线
- 到达 未来TD要塞业务中心 选择 工程学. 内部旅费 0分钟.
- 输入 工程,上午6时至10时,用于一次性介绍 工程师. 赠款 3个固定基调编辑 有趣的反应添加+3,请添加+2,冷则添加+1。
- 使用 与 EPOM 交谈 上限 每日3次 时间时, 每次谈话15分钟。他的处理器记录 1个基点,尽管动作元数据列出了0. 第四次尝试的对话产生负点响应.
- 时 知识,与 情报,安装 战斗扫描仪。这是一个一次性技能路线,在技能学习后隐藏。
- 时 朋友们,与 技术 60,带 总工程师培训。这一次教授总工程师并授予 20个基本感情.
- 其语 军工和炮塔车间 没有单独的爱的阶段先决条件。当您有相关资源时使用它们;它们不会取代对话来建立爱。
列出的关系奖励是基础值. 最喜欢的STAT在达到阈值时会增加奖金,特殊的关系技巧会在共享随机卷前将调整的基数增加一倍. 设备,buffs和对齐可以进一步改变最终的奖励. 提高爱心不会取代追求旗帜或更早的心跳.
技能服务
| 服务 | 所需资源 | 全额费用 | 奖励 |
|---|---|---|---|
| 战斗扫描仪植入 | Acquaintance; 情报20; 尚未学习的战斗扫描仪 | 120分钟;500美元;150个能量;80个平静 | 战斗扫描仪技术; 安装场景的5个固定基调;一次 |
| 总工程师培训 | 朋友; 技术 60;主工程师尚未学习 | 300分钟;900美元;150个能量;80个平静 | 主工程师技能;20个基本感情;一次 |
战斗扫描仪的能量和冷静的扣除被它的安装处理器应用,所以即使它的通用动作STAT效应场是空的,它们也是真正的成本. 技能在正常战斗中增加了敌人的战斗数据显示,包括健康,元素和动力信息.
主工程师课程需要 技术 60 , at EPOM; 技能的通用技术50定义并不降低此课的动作门。 无论是课, 都不需要额外的个人 H2H 或礼物 。
物质迁移器
选择 物质迁移器 以重新分配玩家的普通 材料、织物和材料 均匀 每个稀有的:常见,稀有和Epic分别处理.
行动需要 在稀有层面至少10项工艺资源它已经 0分钟,没有配置资金、精力或平静的支付,也没有情侣的前提条件或情侣奖。在资源状况得到满足的情况下,可以重复。
转换工作按此顺序进行:
- 旋转 2-10 随机选择的工艺资源 从所有三个资源类别和稀有层次的库存总量中选择。随机选择按持有的数量加权。
- 在每个稀土中添加剩余材料,织物和成分.
- 除此稀有总数三, 向下转,并将这一数额分配给这三类。
四舍五入弃物 0 - 2个追加资源例如,如果随机成本后一个稀有值的总和是 31,结果是 10种材料、10种织物和10种原料; 剩下的一个丢失。它不会升级为 rare/ Epic, 也不会创造更多的总资源 。
先用确认是确认,而不是改变后来转换成本的解锁. 回收合金、电路、试剂、奢侈品和纯油芯是单独的库存,而不能与这项服务保持平衡。
可重复的陆军装备行业
一旦持有了工程行业的所有商品,就使用命名的工程行业 垦湾资源每笔汇兑赠款 一件物品送到陆军仓库 并消耗列出的资源。 没有爱的门,时间费,金钱费或爱的奖励 并且可以重复获取副本。
| 军用物品 | 合金 | 电路 | 试剂 | 豪华 | 设备效应 |
|---|---|---|---|---|---|
| 强化加压 | 9 | 0 | 3 | 0 | +5 陆军仓库,−2 速度 |
| 动力刹车 | 5 | 6 | 0 | 1 | +4 功率,+2 陆军仓库 |
| 压缩盾牌单元格 | 2 | 4 | 0 | 6 | +6 盾牌 |
| 智能瞄准镜 | 1 | 8 | 0 | 3 | +5 准确度 |
| 轻型起动器 | 5 | 5 | 2 | 0 | +6 速度 − 3 个陆军仓库 |
这些是 陆军装备 ; 购买一个部件不会永久地增加玩家的普通数据。在扣除资源之前将添加购买,失败的获取不会消耗贸易材料。在获取后,使用陆军设备管理来装备该物品。
涡轮工场
打开 涡轮工场 从 EPOM 的工程菜单。 0分钟,没有入场付款或感情要求。 复垦资源和陆军EXP,而不要给予EPOM感情。
选择一个炮塔设计来比较其 当前规格与下一个级别,则 采购设计 如果未拥有,或 升级 如果已经获得。 开始于 1 级建立了新的设计采购 1级;每个设计都有一个独立的永久研究水平,最多不超过 10. 研究解锁了战斗的设计;战斗部署仍然使用该战斗自己的资源和限制.
初步设计采购
以下为一次性 一级采购费用,在后续升级之前。
| 设计 | 作用 | 合金 | 电路 | 试剂 | 豪华 | 原始核心 |
|---|---|---|---|---|---|---|
| 蒸发 | 普通用途防御 | 已在一级供应 | — | — | — | — |
| 扶轮炮 | 快速灭火 | 160 | 120 | 40 | 40 | 3 |
| Rivet 驱动程序 | 重型穿孔弹 | 220 | 80 | 40 | 20 | 4 |
| 等离子兰斯 | 远程渗透 | 180 | 220 | 60 | 140 | 10 |
| Chrono 投影仪 | 串联能量弧 | 80 | 200 | 80 | 160 | 8 |
| 南铁灯塔 | 维修防御结构 | 80 | 160 | 120 | 80 | 6 |
| 火箭电池 | 远距离溅射损害 | 200 | 180 | 160 | 160 | 12 |
| 垃圾弹 | 严重地区轰炸 | 300 | 80 | 140 | 40 | 8 |
升级费用
每行给出 达到目标水平的费用,来自上一级。 合金、电路、试剂和豪华 根据该炮塔的配方,在购买之前先使用车间显示的单个金额;表格中的材料总量不是这四种资源中每一种的成本。
| 目标水平 | 4个材料共计 | 陆军EXP | 原始核心 |
|---|---|---|---|
| 2 | 60 | 100 | 0 |
| 3 | 100 | 200 | 0 |
| 4 | 160 | 400 | 2 |
| 5 | 250 | 700 | 4 |
| 6 | 380 | 1100 | 7 |
| 7 | 560 | 1700 | 11 |
| 8 | 800 | 2500 | 16 |
| 9 | 1100 | 3600 | 24 |
| 10 | 1500 | 5000 | 36 |
每个升级的关卡都改善了设计的相关战斗剖面. 车间显示范围,损坏/修复,精确度和攻击率,以及特定设计的统计数据:
| 设计 | 不同的行为 |
|---|---|
| 蒸发 | 一般直接射击 |
| 扶轮炮 | 快速灭火 |
| Rivet 驱动程序 | 穿孔弹;穿孔机会随水平而提高;从第6级增加穿孔目标 |
| 等离子兰斯 | 远程渗透;5级和10级的额外目标 |
| Chrono 投影仪 | 连锁攻击;连锁目标计数和跳跃距离随着级别提高 |
| 南铁灯塔 | 用脉冲修复防御结构 2秒钟; 修理量随等级而提高 |
| 火箭电池 | 喷洒损害;爆炸半径随程度而改善 |
| 垃圾弹 | 严重地区轰炸;爆炸半径随程度而改善 |
相关车间立即应用购买,并在战斗之间保留。 AIMy的要塞控制器; 屏障设计由 Orchid的“障碍”研讨会这些服务有自己的资源成本,独立于EPOM的炮塔研究。
陆军角色和主要外观Story
EPOM 开始 列入TD军队名册陆军装备和单位升级是通过陆军/陆军系统管理,独立于他的一般关系统计和技能课,他的五个行业可以为合格的陆军单位提供装备,而不是作为礼物来提升他的爱。
为: Story第34节,访问 业务中心 之后 Story第33轮完成任何时间,它完成一次并给予 5个固定基地EPOM 感情编辑 有趣的战略对策 添加 +3 EPOM 和+2 AIMy; 后期的任务选择没有EPOM的奖励。这个故事事件没有EPOM的爱意或技能先决条件,其叙述结果留给游戏使用。
如果进程 Stalls 显示
- 找到他进来 工程,上午6时至10时。操作中心是一个不同的地点。
- 说吧 1个基点每天三次 资源交易和炮塔的购买没有感情
- 战斗扫描仪需要 知识和情报; 全额核算 150个能量和80个平静 还有时间和金钱
- 总工程师需要 朋友和技术 60,尽管技能定义的门槛较低.
- 物质 10项资源为1个稀有资源; 10 分布在多个稀有区域并不能满足这一检查要求。它消耗资源和四舍五入。
- 军队贸易和研究需要 回收资源,而不是普通材料/材料/材料/由物质散乱器加以平衡。
- 最初的炮塔购买和后来的研究升级成本不同。 10级,该设计已完全升级。
- 目前没有EPOMH2H,公寓访问,日期或普通礼品路线通过进一步提升感情解锁.
相关页面

Overview
EPOM — Enhanced Precision Ordnance Master — is the TD Fortress Chief Engineer in the Future era. His current content focuses on engineering services: daily conversation, the Combat Scanner implant, Master Engineer training, Matter Displacer resource balancing, five repeatable Army equipment trades, permanent Turret Workshop research and a main-story council appearance. He currently has no personal H2H, date, apartment or romance-scene chain.
Quick Stats
| Attribute | Value |
|---|---|
| Character-profile age / era / alignment | 42 / Future / Evil |
| Location | Engineering, TD Fortress |
| Schedule | 6 AM–10 PM, every day |
| Favorite relationship thresholds | Technology 85, Intelligence 80, Strength 75 |
| Special relationship skill | Engineering Genius |
| Favorite gift | None; no ordinary gift action is implemented |
| Talk | 15 minutes; 1 actual base affection; three per day |
Starting His Route
- Reach the Future TD Fortress Operations Center and choose Engineering. This internal travel costs 0 minutes.
- Enter Engineering, 6 AM–10 PM, for the one-time introduction The Engineer. It grants 3 fixed base affection. The Funny response adds +3, Kind adds +2 and Cold adds +1.
- Use Talk to EPOM up to three times per day, at 15 minutes per conversation. His handler records 1 base point, despite the action metadata listing 0. The fourth attempted conversation produces a negative-point response.
- At Acquaintance, with Intelligence 20, install Combat Scanner. This is a one-time skill route, hidden after the skill is learned.
- At Friend, with Technology 60, take Master Engineer Training. This teaches Master Engineer once and grants 20 base affection.
- His Matter Displacer, Army trades and Turret Workshop have no separate affection-stage prerequisite. Use them when you have the relevant resources; they do not replace conversation for building affection.
Listed relationship rewards are base values. Favorite stats add bonuses when their thresholds are met, and the special relationship skill doubles the adjusted base before the shared random roll. Equipment, buffs and alignment can further change the final reward. Raising affection does not replace quest flags or earlier heart-to-hearts.
Skill Services
| Service | Requirements | Full cost | Reward |
|---|---|---|---|
| Combat Scanner Implant | Acquaintance; Intelligence 20; Combat Scanner not already learned | 120 minutes; $500; 150 energy; 80 calm | Combat Scanner skill; 5 fixed base affection from its installation scene; once |
| Master Engineer Training | Friend; Technology 60; Master Engineer not already learned | 300 minutes; $900; 150 energy; 80 calm | Master Engineer skill; 20 base affection; once |
Combat Scanner's energy and calm deductions are applied by its installation handler, so they are real costs even though its generic action stat-effect field is empty. The skill adds the enemy combat-data display during normal battles, including health, element and power information.
The Master Engineer lesson requires Technology 60 at EPOM; the skill's general Technology 50 definition does not lower this lesson's action gate. Neither lesson requires an additional personal H2H or a gift.
Matter Displacer
Choose Matter Displacer to redistribute the player's ordinary materials, fabrics and ingredients evenly within each rarity: Common, Rare and Epic are processed separately.
The action needs at least 10 total crafting resources in one rarity tier. It has 0 minutes, no configured money, energy or calm payment, and no affection prerequisite or affection award. It is repeatable while the resource condition remains satisfied.
The conversion works in this order:
- Consume 2–10 randomly chosen crafting resources from the total inventory across all three resource categories and rarity tiers. The random selection is weighted by the quantities held.
- Add the remaining materials, fabrics and ingredients within each rarity.
- Divide that rarity total by three, round down, and assign that amount to each of the three categories.
Rounding discards 0–2 additional resources per rarity, up to six across all three rarities. For example, if a rarity's total after the random cost is 31, the result is 10 materials, 10 fabrics and 10 ingredients; one remainder is lost. It does not upgrade Common into Rare/Epic, and it does not create more total resources.
The first-use confirmation is an acknowledgement, not an unlock that changes later conversion costs. Reclamation Alloy, Circuitry, Reagents, Flux and Pristine Cores are a separate inventory, and are not balanced by this service.
Repeatable Army Equipment Trades
Use the named trade in Engineering once you hold all of its Reclamation Bay resources. Each exchange grants one item to Army storage and consumes the listed resources. Trades have no affection gate, time charge, money charge or affection reward and can be repeated to acquire copies.
| Army item | Alloy | Circuitry | Reagents | Flux | Equipment effect |
|---|---|---|---|---|---|
| Reinforced Plating | 9 | 0 | 3 | 0 | +5 Army Stamina, −2 Speed |
| Powered Bracer | 5 | 6 | 0 | 1 | +4 Power, +2 Army Stamina |
| Compact Shield Cell | 2 | 4 | 0 | 6 | +6 Shield |
| Smart Targeting Optic | 1 | 8 | 0 | 3 | +5 Accuracy |
| Lightweight Actuators | 5 | 5 | 2 | 0 | +6 Speed, −3 Army Stamina |
These are Army equipment effects on the equipped unit; buying a piece does not permanently increase the player's ordinary stats. The purchase is added before the resources are deducted, and a failed acquisition does not consume the trade materials. Use Army equipment management to equip the item after acquiring it.
Turret Workshop
Open Turret Workshop from EPOM's Engineering menu. Opening the workshop takes 0 minutes, with no entry payment or affection requirement. Purchases use Reclamation resources and Army EXP, and do not award EPOM affection.
Select a turret design to compare its current specification with the next level, then Purchase design if unowned or Upgrade if already acquired. Steamshot starts at level 1. A new design purchase establishes level 1; each design has an independent permanent research level with a maximum of 10. Research unlocks the design for battle; battle deployment still uses that battle's own resources and limits.
Initial Design Purchases
The following are one-time level-1 purchase costs, before subsequent upgrades. Initial purchases do not cost Army EXP.
| Design | Role | Alloy | Circuitry | Reagents | Flux | Pristine Cores |
|---|---|---|---|---|---|---|
| Steamshot | General-purpose defense | Already supplied at level 1 | — | — | — | — |
| Rotary Cannon | Rapid-fire suppression | 160 | 120 | 40 | 40 | 3 |
| Rivet Driver | Heavy piercing rounds | 220 | 80 | 40 | 20 | 4 |
| Plasma Lance | Long-range penetration | 180 | 220 | 60 | 140 | 10 |
| Chrono Projector | Chaining energy arcs | 80 | 200 | 80 | 160 | 8 |
| Nanite Beacon | Repairs defensive structures | 80 | 160 | 120 | 80 | 6 |
| Rocket Battery | Long-range splash damage | 200 | 180 | 160 | 160 | 12 |
| Scrap Catapult | Heavy area bombardment | 300 | 80 | 140 | 40 | 8 |
Upgrade Costs
Each row gives the cost to reach that target level, from the previous level. The four-material total is divided between Alloy, Circuitry, Reagents and Flux according to that turret's recipe. Use the workshop's displayed individual amounts before purchasing; the table's material total is not a cost in each of the four resources.
| Target level | Total of four materials | Army EXP | Pristine Cores |
|---|---|---|---|
| 2 | 60 | 100 | 0 |
| 3 | 100 | 200 | 0 |
| 4 | 160 | 400 | 2 |
| 5 | 250 | 700 | 4 |
| 6 | 380 | 1100 | 7 |
| 7 | 560 | 1700 | 11 |
| 8 | 800 | 2500 | 16 |
| 9 | 1100 | 3600 | 24 |
| 10 | 1500 | 5000 | 36 |
Each upgraded level improves the design's relevant combat profile. The workshop shows range, damage/repair, accuracy and attack rate, plus design-specific statistics:
| Design | Distinct behavior |
|---|---|
| Steamshot | General direct fire |
| Rotary Cannon | Rapid-fire suppression |
| Rivet Driver | Piercing rounds; penetration chance improves with levels; additional penetration target from level 6 |
| Plasma Lance | Long-range penetration; additional targets at levels 5 and 10 |
| Chrono Projector | Chaining attacks; chain target count and jump distance improve with levels |
| Nanite Beacon | Repairs defensive structures with a pulse every 2 seconds; repair amount improves with levels |
| Rocket Battery | Splash damage; blast radius improves with levels |
| Scrap Catapult | Heavy area bombardment; blast radius improves with levels |
The relevant workshop applies the purchase immediately and retains it between battles. Fortress-wide starting lives and turret capacity are handled by AIMy's Fortress Control; barrier designs are handled by Orchid's Barrier Workshop. Those services have their own resource costs and are separate from EPOM's turret research.
Army Role and Main-Story Appearance
EPOM begins acquired in the TD Army roster. Army equipment and unit upgrades are managed through the Army/Barracks system, separate from his ordinary relationship stats and skill lessons. His five trades can provide equipment for eligible Army units, rather than being gifts to raise his affection.
For Story Beat 34, visit the Operations Center after Story Beat 33 completed, at any hour. It completes once and grants 5 fixed base EPOM affection. The Funny strategy response adds +3 EPOM and +2 AIMy; the later assignment choice does not have an EPOM reward. This story event has no EPOM affection or skill prerequisite. Its narrative outcome is left for the game.
If Progress Stalls
- Find him in Engineering, 6 AM–10 PM. The Operations Center is a different location.
- Talk gives 1 base point, three times per day. Resource trades and turret purchases give no affection.
- Combat Scanner requires Acquaintance and Intelligence 20; account for its full 150 energy and 80 calm cost as well as time and money.
- Master Engineer requires Friend and Technology 60, despite the skill definition's lower threshold.
- Matter Displacer needs 10 resources in one rarity; having 10 spread across several rarities does not satisfy that check. It consumes resources and rounding leftovers.
- Army trades and research need Reclamation resources, rather than the ordinary materials/fabrics/ingredients balanced by Matter Displacer.
- Initial turret purchases and later research upgrades have different costs. At level 10, that design is fully upgraded.
- There is currently no EPOM H2H, apartment visit, date or ordinary gift route to unlock by raising affection further.
Related Pages
Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.
