Traps and doors made in a new forge room, installed by imps; new creature: the cogling
- forge room: creatures work there (coglings fastest), the work goes into the oldest planned trap or door; finished pieces wait as crates, imps carry and install them - traps: spike pit, poison vent (cloud), fire jet, stone roller, alarm bell (calls creatures), rune mine (one big blast), frost glow (slows around it) - doors: wood, iron, magic (hurls attackers back); own creatures pass, enemies smash them on their way; clicking a door with a door tool locks it for everybody - new 'Traps' category in the toolbar, forge in the rooms; texts EN/DE, bestiary entries; atlas grown for new textures and icons - tests: forge to installed trap, spikes hurt, doors lock and get smashed Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -713,3 +713,79 @@ best.b.arrow.text = Der Pfeil durchbohrt bis zu zwei weitere Feinde hinter dem Z
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best.b.cannon.text = Flächenschaden und Rückstoß - schieb die Ritter in die Lava.
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best.b.magic.text = Trifft immer, verlangsamt das Ziel und springt auf einen zweiten Feind über. Verbraucht Mana.
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best.b.rune.text = Das Meisterstück der Höhlenzwerge: Runenblitze, die auf drei weitere Feinde überspringen, riesige Reichweite und Mauern aus Granit. Ein kostenloser Bau je Kiste; verkaufst du ihn, kommt er einmal zurück.
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# forge, traps and doors
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room.forge = Schmiede
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tool.forge.label = Schmiede
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tool.forge.desc = Kreaturen fertigen hier Fallen und Türen - Arbeit, kein Gold. Fertige Stücke warten in Kisten, bis ein Imp sie einbaut. Coglinge kommen für eine Schmiede ab 6 Feldern.
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unit.cogling = Cogling
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cat.traps = Fallen
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cost.work = {0} Arbeit in der Schmiede
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job.forge = Schmiedet
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job.install = Baut eine Falle ein
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hint.trap_where = Fallen und Türen kommen auf deinen eigenen freien Boden.
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hint.need_forge = Du brauchst zuerst eine Schmiede: Dort fertigen Kreaturen Fallen und Türen.
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msg.trap_made = Die Schmiede ist fertig: {0}. Ein Imp baut es ein.
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msg.door_locked = Tür verschlossen - niemand kommt durch, auch deine Kreaturen nicht.
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msg.door_unlocked = Tür aufgeschlossen.
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msg.door_broken = Eine Tür wurde eingeschlagen!
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msg.alarm = Alarm! Deine Kreaturen eilen zu den Eindringlingen.
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trap.ordered = Geplant - die Schmiede ist bei {0}%
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trap.crated = Fertig - wartet in der Schmiede
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trap.carried = Ein Imp bringt es
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trap.armed = Scharf
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trap.locked = Verschlossen (mit einem Tür-Werkzeug anklicken zum Öffnen)
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trap.unlocked = Offen für deine Kreaturen (mit einem Tür-Werkzeug anklicken zum Abschließen)
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trap.spikes = Stachelgrube
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trap.poison = Giftschlot
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trap.fire = Feuerstrahl
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trap.roller = Steinwalze
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trap.alarm = Alarmglocke
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trap.mine = Runenmine
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trap.frost = Eisglühen
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trap.door_wood = Holztür
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trap.door_iron = Eisentür
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trap.door_magic = Magietür
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tool.spikes.label = Stacheln
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tool.spikes.name = Stachelgrube
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tool.spikes.desc = Stacheln schießen hoch, wenn ein Feind darauf tritt. Schlägt immer wieder zu.
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tool.poison.label = Gift
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tool.poison.name = Giftschlot
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tool.poison.desc = Stößt eine Giftwolke aus, die jeden Feind darin eine Weile verletzt.
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tool.fire.label = Feuer
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tool.fire.name = Feuerstrahl
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tool.fire.desc = Ein Dämonenkopf speit einen Feuerstrahl auf Feinde bis drei Felder weit.
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tool.roller.label = Walze
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tool.roller.name = Steinwalze
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tool.roller.desc = Lässt einen Felsbrocken den Gang hinunterrollen: trifft hart und stößt Feinde beiseite.
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tool.alarm.label = Alarm
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tool.alarm.name = Alarmglocke
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tool.alarm.desc = Läutet, wenn Feinde nahen: deine Kreaturen in der Nähe eilen zum Kampf.
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tool.mine.label = Mine
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tool.mine.name = Runenmine
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tool.mine.desc = Explodiert einmal mit großer Wucht, wenn ein Feind nahe kommt.
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tool.frost.label = Frost
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tool.frost.name = Eisglühen
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tool.frost.desc = Ein Eiskristall: Feinde ringsum werden verlangsamt und frieren, immer.
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tool.door_wood.label = Holztür
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tool.door_wood.name = Holztür
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tool.door_wood.desc = Deine Kreaturen gehen durch, Feinde müssen sie einschlagen. Tür erneut anklicken zum Abschließen.
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tool.door_iron.label = Eisentür
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tool.door_iron.name = Eisentür
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tool.door_iron.desc = Eine schwere Tür, die lange hält. Tür erneut anklicken zum Abschließen.
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tool.door_magic.label = Magietür
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tool.door_magic.name = Magietür
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tool.door_magic.desc = Die stärkste Tür: Sie schleudert zurück, wer auf sie einschlägt. Tür erneut anklicken zum Abschließen.
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best.cogling.lure = eine Schmiede ab 6 Feldern
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best.cogling.text = Ein Cogling ist Ruß, Messingbrille und reine Begeisterung. Er baut Fallen zweieinhalbmal so schnell wie alle anderen und summt beim Hämmern. | Kämpfen kann er kaum, aber jeder Gang, den er anfasst, wird ein schrecklicher Ort zum Spazierengehen. Ich liebe sie.
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best.b.forge.text = Hämmerklang, der Geruch von heißem Eisen. Jede Falle und jede Tür entsteht zuerst hier - je mehr Kreaturen arbeiten, desto schneller.
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best.b.spikes.text = Schlicht, ehrlich, wiederverwendbar. Ritter hassen es, wenn der Boden zurückbeißt.
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best.b.poison.text = Ein grüner Hauch und viel Husten. Am besten in engen Gängen.
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best.b.fire.text = Ein Dämonenkopf mit Temperament. Stell ihn dahin, wo die Helden Schlange stehen.
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best.b.roller.text = Ein Felsbrocken und ein langer Gang - den Rest erledigt die Physik.
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best.b.alarm.text = Selbst nicht gefährlich, aber sie ruft alle, die es sind.
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best.b.mine.text = Ein Schritt zu viel, und der Gang wird neu eingerichtet.
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best.b.frost.text = Kälte macht Helden langsam, und langsame Helden sind leichte Ziele.
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best.b.door_wood.text = Hält Zugluft und Ritter draußen - eine Weile.
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best.b.door_iron.text = Schwer, genietet, stur. Bringt einen Rammbock mit, Helden.
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best.b.door_magic.text = Schlag zu, und sie schlägt zurück. Verschlossen ist sie das Ende jedes Ganges.
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@@ -714,3 +714,79 @@ best.b.arrow.text = The arrow pierces up to two more enemies behind the target.
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best.b.cannon.text = Splash damage and knockback - push the knights into the lava.
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best.b.magic.text = Never misses, slows the target and jumps on to a second enemy. Uses mana.
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best.b.rune.text = The masterpiece of the cave dwarves: rune bolts that jump on to three more enemies, enormous range and walls of granite. One free build per chest; sell it and it comes back once.
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# forge, traps and doors
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room.forge = Forge
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tool.forge.label = Forge
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tool.forge.desc = Creatures manufacture traps and doors here - work, no gold. Finished pieces wait in crates until an imp installs them. Coglings come for a forge of 6+ tiles.
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unit.cogling = Cogling
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cat.traps = Traps
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cost.work = {0} work in the forge
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job.forge = Forging
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job.install = Installing a trap
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hint.trap_where = Traps and doors go on your own empty floor.
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hint.need_forge = You need a forge first: creatures make traps and doors there.
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msg.trap_made = The forge has finished: {0}. An imp will install it.
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msg.door_locked = Door locked - nobody gets through, not even your own creatures.
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msg.door_unlocked = Door unlocked.
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msg.door_broken = A door has been smashed!
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msg.alarm = Alarm! Your creatures rush to the intruders.
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trap.ordered = Planned - the forge is at {0}%
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trap.crated = Finished - waiting in the forge
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trap.carried = An imp is bringing it
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trap.armed = Armed
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trap.locked = Locked (click with a door tool to unlock)
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trap.unlocked = Open for your creatures (click with a door tool to lock)
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trap.spikes = Spike Pit
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trap.poison = Poison Vent
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trap.fire = Fire Jet
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trap.roller = Stone Roller
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trap.alarm = Alarm Bell
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trap.mine = Rune Mine
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trap.frost = Frost Glow
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trap.door_wood = Wooden Door
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trap.door_iron = Iron Door
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trap.door_magic = Magic Door
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tool.spikes.label = Spikes
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tool.spikes.name = Spike Pit
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tool.spikes.desc = Spikes shoot up when an enemy steps on it. Strikes again and again.
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tool.poison.label = Poison
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tool.poison.name = Poison Vent
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tool.poison.desc = Releases a cloud of poison that hurts every enemy inside for a while.
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tool.fire.label = Fire
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tool.fire.name = Fire Jet
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tool.fire.desc = A demon head spits a jet of fire at enemies up to three tiles away.
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tool.roller.label = Roller
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tool.roller.name = Stone Roller
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tool.roller.desc = Sends a boulder rolling down the corridor: hits hard and knocks enemies aside.
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tool.alarm.label = Alarm
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tool.alarm.name = Alarm Bell
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tool.alarm.desc = Rings when enemies come near: your creatures nearby rush to fight them.
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tool.mine.label = Mine
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tool.mine.name = Rune Mine
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tool.mine.desc = Explodes once with great force when an enemy steps close.
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tool.frost.label = Frost
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tool.frost.name = Frost Glow
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tool.frost.desc = An ice crystal: enemies around it are slowed and chilled, always.
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tool.door_wood.label = Wood door
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tool.door_wood.name = Wooden Door
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tool.door_wood.desc = Your creatures walk through, enemies have to smash it. Click a door again to lock it.
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tool.door_iron.label = Iron door
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tool.door_iron.name = Iron Door
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tool.door_iron.desc = A heavy door that takes a long time to break. Click a door again to lock it.
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tool.door_magic.label = Magic door
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tool.door_magic.name = Magic Door
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tool.door_magic.desc = The strongest door: it hurls back whoever beats on it. Click a door again to lock it.
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best.cogling.lure = a forge of 6+ tiles
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best.cogling.text = A cogling is soot, brass goggles and pure enthusiasm. It builds traps two and a half times as fast as anyone else and hums while it hammers. | It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them.
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best.b.forge.text = The clang of hammers, the smell of hot iron. Every trap and door is made here first - the more creatures work, the faster.
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best.b.spikes.text = Simple, honest, reusable. Knights hate it when the floor bites back.
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best.b.poison.text = A puff of green and a lot of coughing. Best in narrow corridors.
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best.b.fire.text = A demon head with a temper. Put it where the heroes queue.
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best.b.roller.text = A boulder and a long corridor - physics does the rest.
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best.b.alarm.text = Not dangerous itself, but it calls everybody who is.
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best.b.mine.text = One step too many and the corridor gets redecorated.
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best.b.frost.text = Cold makes heroes slow, and slow heroes make easy targets.
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best.b.door_wood.text = Keeps the draught and the knights out - for a while.
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best.b.door_iron.text = Heavy, riveted, stubborn. Bring a battering ram, heroes.
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best.b.door_magic.text = Strike it and it strikes back. Locked, it is the end of every corridor.
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