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Jun 23rd, 2021
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  1. [towerinfo]
  2. PAWN = 4 DAMAGE. ATTACKS ADJACENT TILES. CAN UPGRADE INTO ROOK, KNIGHT OR QUEEN. DEALING DAMAGE REDUCES UPGRADE COST EQUAL TO DAMAGE DEALT.
  3. ROOK = 4 DAMAGE. ATTACKS TILES IN A STRAIGHT LINE, DEALS DAMAGE EQUAL TO DISTANCE X DAMAGE. STOPS ON ENEMY OCCUPIED TILES BETWEEN LOCATION AND ORIGIN ON RETREAT.
  4. CALTROP_1 = 6 DAMAGE. DROPS CALTROPS ON TILES THE ROOK TRAVELS ACROSS. CALTROPS CAN STACK INFINITELY AND DEAL 4 DAMAGE, DESPAWN BETWEEN ROUNDS OR WHEN DEALING DAMAGE.
  5. CALTROP_2 = 8 DAMAGE. DROPS CALTROPS ON TILES THE ROOK TRAVELS ACROSS. CALTROPS CAN STACK INFINITELY AND DEAL 4 DAMAGE, DESPAWN BETWEEN ROUNDS OR WHEN DEALING DAMAGE. THE ROOK TARGETS THE FURTHEST ENEMY, PRIORITIZING ENEMIES FURTHER ALONG THE PATH IN A TIE.
  6. CALTROP_3 = 10 DAMAGE. DROPS CALTROPS ON TILES THE ROOK TRAVELS ACROSS. CALTROPS CAN STACK INFINITELY AND DEAL 4 X TILES TRAVELLED(AT DEPLOYMENT) DAMAGE, DESPAWN BETWEEN ROUNDS OR WHEN DEALING DAMAGE. THE ROOK TARGETS THE FURTHEST ENEMY, PRIORITIZING ENEMIES FURTHER ALONG THE PATH IN A TIE.
  7. TARGET_1 = 8 DAMAGE. THE ROOK IGNORES ENEMIES ON RETURN.
  8. TARGET_2 = 12 DAMAGE. THE ROOK IGNORES ENEMIES ON RETURN.
  9. TARGET_3 = 18 DAMAGE. THE ROOK IGNORES ENEMIES ON RETURN. THE ROOK NO LONGER DEALS DAMAGE PER TILE TRAVELLED. THE ROOK NOW GAINS ATTACK DAMAGE EQUAL TO ITS STARTING ATTACK DAMAGE X TILES TRAVELLED WHENEVER IT ATTACKS. RESETS BETWEEN ROUNDS.
  10. KNIGHT = 8 DAMAGE. MOVES IN A KNIGHT'S MOVE. DEALS DAMAGE TO ALL TILES ON THE PATH. CHOOSES PATH WITH MOST ENEMIES.
  11. CAVALRY_1 = 16 DAMAGE. MOVES IN A KNIGHT'S MOVE. DEALS DAMAGE TO ALL TILES ON THE PATH. CHOOSES PATH WITH MOST ENEMIES.
  12. CAVALRY_2 = 32 DAMAGE. MOVES IN A KNIGHT'S MOVE. DEALS DAMAGE TO ALL TILES ON THE PATH. CHOOSES PATH WITH MOST ENEMIES.
  13. CAVALRY_3 = 32 DAMAGE. MOVES IN A KNIGHT'S MOVE. DEALS DAMAGE TO ALL TILES ON THE PATH. CHOOSES PATH WITH MOST ENEMIES. THE KNIGHT ATTACKS WITHOUT MOVING.
  14. DUEL_1 = 40 DAMAGE. ONLY DEALS DAMAGE TO TARGET TILE.
  15. DUEL_2 = 90 DAMAGE. ONLY DEALS DAMAGE TO TARGET TILE. MARKS ENEMIES, MARKED ENEMIES TAKE 50% OF DAMAGE TAKEN AS EXTRA DAMAGE AT THE END OF THE TURN.
  16. DUEL_3 = 160 DAMAGE. ONLY DEALS DAMAGE TO TARGET TILE. MARKED ENEMIES NOW INSTEAD EXPLODE ON DEATH DEALING DAMAGE EQUAL TO 50% OF THEIR HP TO ADJACENT ENEMIES. (THIS CAUSES SPLITTERS NOT TO SPLIT).
  17. QUEEN = 20 DAMAGE. ATTACKS FRONT MOST ENEMY.
  18. POISON_1 = 6 DAMAGE. ATTACKS FRONT MOST ENEMY. APPLIES POISON EQUAL TO ATTACK DAMAGE.
  19. POISON_2 = 10 DAMAGE. ATTACKS FRONT MOST ENEMY. APPLIES POISON EQUAL TO ATTACK DAMAGE.
  20. POISON_3 = 30 DAMAGE. ATTACKS FRONT MOST ENEMY. APPLIES POISON EQUAL TO ATTACK DAMAGE. APPLY 6 POISON TO ENEMIES ADJACENT TO TARGET.
  21. HOLY_1 = INCREASES DAMAGE OF SURROUNDING LIGHT CLERGY BY 2, INCREASES DAMAGE OF SURROUNDING DARK CLERGY BY 50% ROUNDED DOWN.
  22. HOLY_2 = INCREASES DAMAGE OF SURROUNDING LIGHT CLERGY BY 4, INCREASES DAMAGE OF SURROUNDING DARK CLERGY BY 100%.
  23. HOLY_3 = THE QUEEN CEASES MOVEMENT. INCREASES DAMAGE OF SURROUNDING LIGHT CLERGY BY 12, INCREASES DAMAGE OF SURROUNDING DARK CLERGY BY 100%. SURROUNDING DARK CLERGY DON'T LOSE STACKS.
  24. CLERGY = WHENEVER A TOWER MOVES INBETWEEN THIS TOWER AND ANOTHER CLERGY(HORIZONTAL OR VERTICAL), DEAL 1 DAMAGE TO ALL ENEMIES. CAN BE SWITCHED TO DARK CLERGY(DAMAGE TO HIGHEST HP ENEMY). DOUBLE DAMAGE IF TRIGGERED BY TWO TOWERS.
  25. CLERGY_LIGHT_1 = POISONS ENEMIES ON HIT.
  26. CLERGY_LIGHT_2 = 2 DAMAGE. POISONS ENEMIES ON HIT.
  27. CLERGY_LIGHT_3 = 3 DAMAGE. POISONS ENEMIES ON HIT.
  28. CLERGY_DARK_1 = 3 DAMAGE. EVERY TURN THIS TOWER DOESN'T DAMAGE A UNIT GAIN +3 DAMAGE FOR YOUR NEXT ATTACK. RESETS EACH ROUND.
  29. CLERGY_DARK_2 = 3 DAMAGE. EVERY TURN THIS TOWER DOESN'T DAMAGE A UNIT GAIN +6 DAMAGE FOR YOUR NEXT ATTACK. RESETS EACH ROUND.
  30. CLERGY_DARK_3 = 3 DAMAGE. EVERY TURN THIS TOWER DOESN'T DAMAGE A UNIT GAIN +6 DAMAGE FOR YOUR NEXT ATTACK. RESETS EACH ROUND. THE FIRST ATTACK OF THIS TOWER EACH ROUND DEALS DOUBLE DAMAGE.
  31. FOOL = MOVES TO THE CLOSEST TOWER ORIGIN TILE A TOWER JUST MOVED FROM.
  32. MASK_1 = 10 DAMAGE. MOVES TO THE CLOSEST NON ORIGIN TILE A TOWER JUST MOVED FROM.
  33. MASK_2 = 10 DAMAGE. MOVES TO THE CLOSEST NON ORIGIN TILE A TOWER JUST MOVED FROM. CREATES AN ADDITIONAL COPY OF THIS TOWER AT THE TARGETTED LOCATION.
  34. BUFF_1 = UPON LEAVING ANOTHER TOWER'S ORIGIN TILE DROP A COLLECTABLE POWER UP THAT INCREASES DAMAGE BY 1 PER STACK. BUFFED TOWERS LOSE 1 STACK AFTER AN ATTACK AND ALL STACKS BETWEEN ROUNDS. DOESN'T MOVE TO FOOL TOWER ORIGINS.
  35. BUFF_2 = UPON LEAVING ANOTHER TOWER'S ORIGIN TILE DROP 3 COLLECTABLE POWER UPS THAT INCREASES DAMAGE BY 1 PER STACK. BUFFED TOWERS LOSE 1 STACK AFTER AN ATTACK AND ALL STACKS BETWEEN ROUNDS. DOESN'T MOVE TO FOOL TOWER ORIGINS.
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