- README: logo, badges (Rust, WebAssembly, Claude Code, MIT), intro addressed to the master, features with screenshots, the household, how to play, licences and credits - INSTALL.md: server, PWA, building, tests, savegame service and API, languages, how to refresh generated files - BESTIARY.md generated from the game's data (tools/make_bestiary.py) with exported sprites and icons (docs/img, test export_doc_images) - play/DungeonCraft.html: the whole game in one file to download and play offline Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
469 lines
27 KiB
Markdown
469 lines
27 KiB
Markdown
# Crookfinger's Bestiary
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<p align="center"><img src="docs/screenshots/bestiary.png" width="720" alt="The bestiary in the game"></p>
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> *Ah, master, you want to know who lives in your dungeon? Sit down. Mind the bones. I have written everything down -
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> lovingly about our own, and with a peg on my nose about the others.*
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> *- Crookfinger, imp, advisor, keeper of the tea*
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Every creature gains experience by fighting, training, studying and sparring. With every level it grows tougher
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(+15% health, +12% attack per level), its badge changes (bronze chevrons, silver bars, golden stars) and its gear grows
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(shoulder pieces, helmet, cape, golden armour with a crown and a halo). Its attacks look bigger, too.
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- [Your creatures](#your-creatures)
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- [The humans](#the-humans)
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- [The neutrals](#the-neutrals)
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- [Rooms of the dungeon](#rooms-of-the-dungeon)
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- [Towers, traps and doors](#towers-traps-and-doors)
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- [Spells](#spells)
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## Your creatures
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### Pit Imp
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<img src="docs/img/units/worker_1.png" width="72" alt="Pit Imp, level 1"> <img src="docs/img/units/worker_5.png" width="72" alt="Pit Imp, level 5"> <img src="docs/img/units/worker_10.png" width="72" alt="Pit Imp, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 45 | 3 every 1.0 s (3/s) | close combat | 3.2 tiles/s | 0 gold |
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**Comes for:** the dungeon itself; the summon spell brings more
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**Loves:** Treasury
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**From level 3:** Old hand - digs a quarter faster.
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My little cousins. They dig, they claim, they carry gold, they repair towers and they never complain - well, they complain, but in a language nobody understands.
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Up to five imps help each other with one task. Treat them well: without imps there is no dungeon.
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### Kobold
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<img src="docs/img/units/kobold_1.png" width="72" alt="Kobold, level 1"> <img src="docs/img/units/kobold_5.png" width="72" alt="Kobold, level 5"> <img src="docs/img/units/kobold_10.png" width="72" alt="Kobold, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 75 | 8 every 0.9 s (9/s) | close combat | 2.6 tiles/s | 40 gold |
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**Comes for:** any lair: always the first through the portal
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**Loves:** Training Hall
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**Cannot stand:** Shadow Mage
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**From level 5:** Dash - leaps at enemies a few tiles away with a heavy blow.
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Small, scaly, sharp-toothed and endlessly enthusiastic. A kobold will fight anything, including things ten times its size, and lose with a happy face.
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Cheap to keep, quick on its feet. I keep a jar of their shed scales on my shelf.
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### Cave Spider
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<img src="docs/img/units/spider_1.png" width="72" alt="Cave Spider, level 1"> <img src="docs/img/units/spider_5.png" width="72" alt="Cave Spider, level 5"> <img src="docs/img/units/spider_10.png" width="72" alt="Cave Spider, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 95 | 10 every 1.0 s (10/s) | close combat | 2.9 tiles/s | 60 gold |
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**Comes for:** a mushroom garden of 6+ tiles
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**Loves:** Mushroom Garden
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**Cannot stand:** Giant Bat
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**From level 4:** Web - its bites often leave enemies stuck and slow.
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Eight legs, eight eyes and a heart of pure velvet. Cave spiders love the damp warmth of a mushroom garden and the crunchy sound of armour.
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Quick and tough. Do not let the knights see them first: knights scream in a very high voice.
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### Shadow Mage
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<img src="docs/img/units/mage_1.png" width="72" alt="Shadow Mage, level 1"> <img src="docs/img/units/mage_5.png" width="72" alt="Shadow Mage, level 5"> <img src="docs/img/units/mage_10.png" width="72" alt="Shadow Mage, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 60 | 13 every 1.4 s (9/s) | 4.5 tiles | 2.0 tiles/s | 110 gold |
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**Comes for:** a library of 6+ tiles
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**Loves:** Library
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**Cannot stand:** Kobold, Stone Ogre
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**From level 6:** Shadow step - badly hurt in a fight, it vanishes back to its bed.
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Shadow mages read everything, forget nothing and hurl dark bolts from a safe distance. They are polite, quiet and slightly terrifying.
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Fragile, so keep them behind the ogres. They pay you back in burnt paladins.
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### Stone Ogre
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<img src="docs/img/units/ogre_1.png" width="72" alt="Stone Ogre, level 1"> <img src="docs/img/units/ogre_5.png" width="72" alt="Stone Ogre, level 5"> <img src="docs/img/units/ogre_10.png" width="72" alt="Stone Ogre, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 230 | 20 every 1.4 s (14/s) | close combat | 1.8 tiles/s | 150 gold |
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**Comes for:** a training hall of 9+ tiles
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**Loves:** Training Hall
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**Cannot stand:** Shadow Mage, Cogling
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**From level 4:** Stomp - shakes the ground: enemies around it are hurt and stunned.
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A stone ogre is a wall that walks and hugs. Mostly it hugs enemies, and they do not get up again.
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Slow, stubborn and wonderfully sturdy. Feed it well, pay it on time and it will stand in front of your core until the end of the world.
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### Jailer
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<img src="docs/img/units/jailer_1.png" width="72" alt="Jailer, level 1"> <img src="docs/img/units/jailer_5.png" width="72" alt="Jailer, level 5"> <img src="docs/img/units/jailer_10.png" width="72" alt="Jailer, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 260 | 16 every 1.3 s (12/s) | close combat | 1.6 tiles/s | 140 gold |
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**Comes for:** a torture chamber of 6+ tiles
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**Loves:** Torture Chamber
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**Cannot stand:** Flame Priestess
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**From level 7:** Shackle - its blows sometimes chain enemies in place.
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The jailer pulls enemies close with his chain and has a gift for persuasion: prisoners he looks after change sides much more often.
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Big, quiet, hums while he works. Children love him. Well, ours do.
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### Flame Priestess
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<img src="docs/img/units/priestess_1.png" width="72" alt="Flame Priestess, level 1"> <img src="docs/img/units/priestess_5.png" width="72" alt="Flame Priestess, level 5"> <img src="docs/img/units/priestess_10.png" width="72" alt="Flame Priestess, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 70 | 14 every 1.6 s (9/s) | 5.0 tiles | 2.0 tiles/s | 120 gold |
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**Comes for:** a temple of 6+ tiles
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**Loves:** Temple
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**Cannot stand:** Jailer
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**From level 5:** Healing pulse - heals all hurt creatures around her at once.
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The flame priestess throws fireballs that splash onto everyone around the target, and she heals the soul core with her prayers.
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She sleeps on glowing embers and smells of cinnamon. Do not ask her about the knights who burned her temple. Just let her work.
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### Chainbreaker
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<img src="docs/img/units/chainbreaker_1.png" width="72" alt="Chainbreaker, level 1"> <img src="docs/img/units/chainbreaker_5.png" width="72" alt="Chainbreaker, level 5"> <img src="docs/img/units/chainbreaker_10.png" width="72" alt="Chainbreaker, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 600 | 36 every 1.1 s (33/s) | close combat | 2.3 tiles/s | 400 gold |
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**Comes for:** a big dungeon: 40+ room tiles, a Lv 5 veteran and 4000 gold
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**Loves:** Training Hall
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**From level 6:** Whirlwind - spins its axes through every enemy around it.
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A legend. Twin axes, broken chains, and a temper that has flattened whole fortresses. Only one at a time, and only for a master who is worth it.
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Every swing also hits a second enemy. He gets restless when the dungeon is small - give him space and enemies, and he is yours.
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### Cogling
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<img src="docs/img/units/cogling_1.png" width="72" alt="Cogling, level 1"> <img src="docs/img/units/cogling_5.png" width="72" alt="Cogling, level 5"> <img src="docs/img/units/cogling_10.png" width="72" alt="Cogling, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 90 | 9 every 0.9 s (10/s) | close combat | 2.4 tiles/s | 70 gold |
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**Comes for:** a forge of 6+ tiles
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**Loves:** Forge
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**Cannot stand:** Stone Ogre
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**From level 4:** Bomb - throws a home-made bomb that explodes among the enemies.
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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.
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It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them.
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### Revenant
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<img src="docs/img/units/revenant_1.png" width="72" alt="Revenant, level 1"> <img src="docs/img/units/revenant_5.png" width="72" alt="Revenant, level 5"> <img src="docs/img/units/revenant_10.png" width="72" alt="Revenant, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 160 | 14 every 1.2 s (12/s) | close combat | 1.9 tiles/s | 30 gold |
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**Comes for:** rises from the graveyard
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**Loves:** Graveyard
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**Cannot stand:** Flame Priestess
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**From level 5:** Life drain - heals itself by a third of the damage it deals.
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A revenant does not eat, does not sleep and does not complain - the perfect employee, if you can stand the smell.
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It drinks the strength of those it strikes once it has some experience. The priestess and it do not get along, for obvious reasons.
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### Giant Bat
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<img src="docs/img/units/bat_1.png" width="72" alt="Giant Bat, level 1"> <img src="docs/img/units/bat_5.png" width="72" alt="Giant Bat, level 5"> <img src="docs/img/units/bat_10.png" width="72" alt="Giant Bat, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 55 | 6 every 0.7 s (9/s) | close combat | 3.6 tiles/s | 30 gold |
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**Comes for:** an aerie of 4+ tiles
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**Loves:** Aerie
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**Cannot stand:** Cave Spider
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**From level 5:** Shriek - a piercing cry that stuns enemies nearby.
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Giant bats! Fast, cheeky, and they fly over water and lava. They patrol the edges of your realm and dive at lonely enemies.
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Weak alone, a plague in swarms. They flee when badly hurt and come back once they have rested.
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### Chain Gargoyle
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<img src="docs/img/units/gargoyle_1.png" width="72" alt="Chain Gargoyle, level 1"> <img src="docs/img/units/gargoyle_5.png" width="72" alt="Chain Gargoyle, level 5"> <img src="docs/img/units/gargoyle_10.png" width="72" alt="Chain Gargoyle, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 260 | 15 every 1.2 s (12/s) | close combat | 2.2 tiles/s | 120 gold |
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**Comes for:** an aerie of 6+ tiles and a torture chamber of 4+
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**Loves:** Torture Chamber
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**Cannot stand:** Arcane Owl
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**From level 5:** Stone form - badly hurt, it turns to stone and takes half damage for a while.
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A chain gargoyle is carved stone with bad manners and a soft spot for dungeons with a proper torture chamber.
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Tough as a castle wall, flies over rivers and does not mind arrows at all. It sits very still in the aerie - that is how it relaxes.
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### Arcane Owl
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<img src="docs/img/units/owl_1.png" width="72" alt="Arcane Owl, level 1"> <img src="docs/img/units/owl_5.png" width="72" alt="Arcane Owl, level 5"> <img src="docs/img/units/owl_10.png" width="72" alt="Arcane Owl, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 70 | 12 every 1.3 s (9/s) | 4.5 tiles | 2.8 tiles/s | 100 gold |
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**Comes for:** an aerie of 6+ tiles and a library of 6+
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**Loves:** Library
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**Cannot stand:** Chain Gargoyle
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**From level 5:** Volley - every bolt is followed by a second one at another enemy.
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The arcane owl has read every book in your library twice and now shoots glowing bolts at heroes from the air.
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Clever, fragile and terribly judgemental. It hoots when you build crooked rooms.
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### Ember Wyrm
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<img src="docs/img/units/wyrm_1.png" width="72" alt="Ember Wyrm, level 1"> <img src="docs/img/units/wyrm_5.png" width="72" alt="Ember Wyrm, level 5"> <img src="docs/img/units/wyrm_10.png" width="72" alt="Ember Wyrm, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Wage |
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| 650 | 30 every 1.4 s (21/s) | 3.0 tiles | 2.5 tiles/s | 380 gold |
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**Comes for:** an aerie of 16+ tiles and a treasury of 16+ (only one)
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**Loves:** Treasury
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**Cannot stand:** Giant Bat
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**From level 7:** Inferno - its fire breath spreads much wider.
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An ember wyrm. In your dungeon. Breathing fire on knights. Master, I may cry.
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Very rare, very strong, burns everything around its target. It wants a huge aerie and a rich treasury, and it will not share the sky with another wyrm.
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## The humans
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> *Hold your nose, master. Here come the heroes.*
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### Knight
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<img src="docs/img/units/knight_1.png" width="72" alt="Knight, level 1"> <img src="docs/img/units/knight_5.png" width="72" alt="Knight, level 5"> <img src="docs/img/units/knight_10.png" width="72" alt="Knight, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 140 | 11 every 1.1 s (10/s) | close combat | 1.9 tiles/s | 120 gold |
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The backbone of the Order: polished, punctual and utterly devoid of imagination. Knights march in circles, sing about the sun and smell of boot wax.
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They hit hard and hold the line. Disgusting. Capture them if you can - some of them can be persuaded in the torture chamber.
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### Archer
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<img src="docs/img/units/archer_1.png" width="72" alt="Archer, level 1"> <img src="docs/img/units/archer_5.png" width="72" alt="Archer, level 5"> <img src="docs/img/units/archer_10.png" width="72" alt="Archer, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 75 | 9 every 1.3 s (7/s) | 4.5 tiles | 2.1 tiles/s | 100 gold |
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Archers stand far away, shoot from behind walls and call it bravery. They wear little green hats. Little green hats, master.
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Weak up close. Send the bats, they hate it.
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### Priest
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<img src="docs/img/units/priest_1.png" width="72" alt="Priest, level 1"> <img src="docs/img/units/priest_5.png" width="72" alt="Priest, level 5"> <img src="docs/img/units/priest_10.png" width="72" alt="Priest, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 80 | 5 every 1.5 s (3/s) | 3.5 tiles | 1.9 tiles/s | 120 gold |
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Priests heal other heroes from afar and pray loudly enough to curdle milk. Every one of them has a sermon about us, and none of them is short.
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Kill them first, or the fight never ends.
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### Dwarf Miner
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<img src="docs/img/units/dwarf_1.png" width="72" alt="Dwarf Miner, level 1"> <img src="docs/img/units/dwarf_5.png" width="72" alt="Dwarf Miner, level 5"> <img src="docs/img/units/dwarf_10.png" width="72" alt="Dwarf Miner, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 110 | 9 every 1.0 s (9/s) | close combat | 2.0 tiles/s | 100 gold |
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The dwarf miners of the Order dig their way through earth three times as fast as anyone else, straight towards your treasury. They have no respect for walls - your walls in particular.
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Reinforce your walls. Steel walls make them weep.
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### Fairy Spy
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<img src="docs/img/units/fairy_1.png" width="72" alt="Fairy Spy, level 1"> <img src="docs/img/units/fairy_5.png" width="72" alt="Fairy Spy, level 5"> <img src="docs/img/units/fairy_10.png" width="72" alt="Fairy Spy, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 70 | 5 every 1.2 s (4/s) | 3.5 tiles | 3.2 tiles/s | 150 gold |
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The Order's little informer: a glowing gnat with wings, sent ahead to find your traps and tell everybody. Once it has seen a trap, the heroes smash it.
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It also sprinkles healing dust on the heroes. Swat it first. Twice, to be sure.
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### Battle Mage
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<img src="docs/img/units/battlemage_1.png" width="72" alt="Battle Mage, level 1"> <img src="docs/img/units/battlemage_5.png" width="72" alt="Battle Mage, level 5"> <img src="docs/img/units/battlemage_10.png" width="72" alt="Battle Mage, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 120 | 18 every 1.8 s (10/s) | 5.0 tiles | 1.8 tiles/s | 250 gold |
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A mage in the Order's robes who thinks walls are a personal insult. Reinforced walls burst under his fireballs, and he never stops talking about it.
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Fragile up close. Steel walls annoy him most - good.
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### Giant
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<img src="docs/img/units/giant_1.png" width="72" alt="Giant, level 1"> <img src="docs/img/units/giant_5.png" width="72" alt="Giant, level 5"> <img src="docs/img/units/giant_10.png" width="72" alt="Giant, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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| 900 | 34 every 1.6 s (21/s) | close combat | 1.3 tiles/s | 600 gold |
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A giant is what happens when a knight eats his vegetables for three hundred years. Slow, enormous, and it treats doors as a suggestion.
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It wrecks traps simply by standing next to them. Revolting manners. Hit it with everything, preferably from afar.
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### Paladin of Light
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<img src="docs/img/units/paladin_1.png" width="72" alt="Paladin of Light, level 1"> <img src="docs/img/units/paladin_5.png" width="72" alt="Paladin of Light, level 5"> <img src="docs/img/units/paladin_10.png" width="72" alt="Paladin of Light, level 10">
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*Level 1, 5 and 10 - the gear grows with the rank.*
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| Health | Attack | Range | Speed | Bounty |
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|---|---|---|---|---|
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| 700 | 26 every 1.2 s (22/s) | close combat | 1.7 tiles/s | 1000 gold |
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Paladins of light: glowing, enormous and absolutely convinced of themselves. They are the Order's heroes and have the bounty to prove it.
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Tough as an ogre, twice as smug. Bring everything you have, and maybe a bucket for the glare.
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## The neutrals
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### Cave dwarf
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<img src="docs/img/units/dwarf_5.png" width="72" alt="cave dwarf">
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Not all dwarves serve the Order. The cave dwarves keep to themselves in caves full of gold and gems and want nothing but to be left alone.
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They fight whoever comes close and never leave their cave. The more your army grows, the tougher they get - they have heard of you. Some of their chests hold the plans of the rune forge tower.
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## Rooms of the dungeon
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| | Room | |
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| <img src="docs/img/icons/treasury.png" width="40"> | **Treasury** | Stores gold: +500 capacity per tile. *Where the gold sleeps. The richer the treasury, the happier everyone is. Imps bring their loads to the nearest treasury, and payday is paid from here. | Each tile holds 500 gold; the core keeps a reserve when it is full.* |
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| <img src="docs/img/icons/lair.png" width="40"> | **Lair** | One bed per tile. Determines how many creatures come. *Every creature wants its own bed, and only arrives when one is free. A big lair also brings new creatures faster.* |
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| <img src="docs/img/icons/farm.png" width="40"> | **Mushroom Garden** | Food for creatures. With 6 tiles or more, cave spiders come. *Mushrooms! Juicy, pale, slightly glowing. Hungry creatures are grumpy creatures, and spiders love a big garden.* |
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| <img src="docs/img/icons/training.png" width="40"> | **Training Hall** | Creatures gain levels (costs gold). With 9 tiles or more, stone ogres come. *Creatures train here and gain levels. Training is billed on payday. Ogres come for a big hall.* |
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| <img src="docs/img/icons/library.png" width="40"> | **Library** | Creatures generate mana. With 6 tiles or more, shadow mages come. *Research, quiet reading and the occasional explosion. Mages and owls come for a library.* |
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| <img src="docs/img/icons/torture.png" width="40"> | **Torture Chamber** | Holds one prisoner per 2 tiles. Defeated heroes are carried here and tortured until they die or defect. From 6 tiles on, Jailers come. *Captured heroes end up here. With time and a jailer, some of them change sides. Gargoyles feel at home with one.* |
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| <img src="docs/img/icons/prison.png" width="40"> | **Prison** | Captured heroes sit in cells here - apart from the torture chamber. Without torture they do not change sides, and hunger wears them down. Pick a prisoner up with the hand to move it to the torture chamber. *Rows of cells. Heroes rot here quietly until somebody decides what to do with them.* |
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| <img src="docs/img/icons/temple.png" width="40"> | **Temple** | Creatures pray here: more mana than studying, and it lifts their mood. From 6 tiles on, Flame Priestesses come. *Prayers heal the soul core and keep spirits high. The flame priestess comes for a temple.* |
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| <img src="docs/img/icons/aerie.png" width="40"> | **Aerie** | Perches and nests for flying creatures. 4+ tiles attract giant bats; with a torture chamber chain gargoyles, with a library arcane owls; a big aerie (16+) and treasury (16+) may lure an ember wyrm. Flyers cross water and lava. *Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here.* |
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| <img src="docs/img/icons/forge.png" width="40"> | **Forge** | 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. *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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| <img src="docs/img/icons/graveyard.png" width="40"> | **Graveyard** | The fallen - heroes and creatures - are buried here. After a while some of them rise as revenants and serve you. *Moss, stones and fresh earth. Nobody stays dead for long down here.* |
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| <img src="docs/img/icons/guardpost.png" width="40"> | **Guard Post** | Creatures hold the position here for a while and watch far: they attack every enemy that comes into view. *A brazier, a banner and a bored creature with sharp eyes.* |
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| <img src="docs/img/icons/arena.png" width="40"> | **Arena** | Creatures spar in pairs: twice as much experience as training and free of charge, but they get bruised. *Sand, sweat and the occasional tooth. Experience comes fast here.* |
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| <img src="docs/img/icons/altar.png" width="40"> | **Sacrifice Altar** | Drop a creature on the altar to sacrifice it. Certain pairs of sacrifices bring a rare creature, otherwise the dungeon is blessed: better mood and mana. *Black marble that drinks. Some say it listens to pairs. Ogre and spider, mage and bat, jailer and priestess, kobold and cogling...* |
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## Towers, traps and doors
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| <img src="docs/img/icons/arrow.png" width="40"> | **Arrow Tower** | Cheap and fast. Arrows pierce up to two more heroes behind the target. Click your tower with this tool to upgrade it. *The arrow pierces up to two more enemies behind the target. Cheap and reliable.* |
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| <img src="docs/img/icons/cannon.png" width="40"> | **Cannon Tower** | Slow, long range, splash damage that knocks heroes back. Cannot hit targets right next to it. *Splash damage and knockback - push the knights into the lava.* |
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| <img src="docs/img/icons/magic.png" width="40"> | **Magic Tower** | Uses mana per shot. Never misses, slows the target and jumps to a second hero. *Never misses, slows the target and jumps on to a second enemy. Uses mana.* |
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| <img src="docs/img/icons/rune.png" width="40"> | **Rune Forge Tower** | Plans from a dwarven chest: built for free, one tower per chest. Huge range, rune bolts jump on to three more enemies. Sell it and the base tower comes back once, in the next mission. *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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| <img src="docs/img/icons/spikes.png" width="40"> | **Spike Pit** | Spikes shoot up when an enemy steps on it. Strikes again and again. *Simple, honest, reusable. Knights hate it when the floor bites back.* |
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| <img src="docs/img/icons/poison.png" width="40"> | **Poison Vent** | Releases a cloud of poison that hurts every enemy inside for a while. *A puff of green and a lot of coughing. Best in narrow corridors.* |
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| <img src="docs/img/icons/fire.png" width="40"> | **Fire Jet** | A demon head spits a jet of fire at enemies up to three tiles away. *A demon head with a temper. Put it where the heroes queue.* |
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| <img src="docs/img/icons/roller.png" width="40"> | **Stone Roller** | Sends a boulder rolling down the corridor: hits hard and knocks enemies aside. *A boulder and a long corridor - physics does the rest.* |
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| <img src="docs/img/icons/alarm.png" width="40"> | **Alarm Bell** | Rings when enemies come near: your creatures nearby rush to fight them. *Not dangerous itself, but it calls everybody who is.* |
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| <img src="docs/img/icons/mine.png" width="40"> | **Rune Mine** | Explodes once with great force when an enemy steps close. *One step too many and the corridor gets redecorated.* |
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| <img src="docs/img/icons/frost.png" width="40"> | **Frost Glow** | An ice crystal: enemies around it are slowed and chilled, always. *Cold makes heroes slow, and slow heroes make easy targets.* |
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| <img src="docs/img/icons/door_wood.png" width="40"> | **Wooden Door** | Your creatures walk through, enemies have to smash it. Click a door again to lock it. *Keeps the draught and the knights out - for a while.* |
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| <img src="docs/img/icons/door_iron.png" width="40"> | **Iron Door** | A heavy door that takes a long time to break. Click a door again to lock it. *Heavy, riveted, stubborn. Bring a battering ram, heroes.* |
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| <img src="docs/img/icons/door_magic.png" width="40"> | **Magic Door** | The strongest door: it hurls back whoever beats on it. Click a door again to lock it. *Strike it and it strikes back. Locked, it is the end of every corridor.* |
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## Spells
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| | Spell | Mana | |
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| <img src="docs/img/icons/lightning.png" width="40"> | **Lightning** | 50 | 55 damage to heroes in the area. |
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| <img src="docs/img/icons/heal.png" width="40"> | **Heal** | 60 | Heals your units in the area by 50%. |
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| <img src="docs/img/icons/summon.png" width="40"> | **Summon Pit Imp** | 80+ | Creates a new Pit Imp on your own territory. |
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| <img src="docs/img/icons/eye.png" width="40"> | **Seer's Eye** | 40 | Opens a magic eye: a wide area around the spot is revealed for 20 seconds. |
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| <img src="docs/img/icons/cavein.png" width="40"> | **Cave-in** | 70 | The ceiling comes down: open floor turns back into earth (3x3), whoever stands there is hurt and pushed out. Blocks corridors. |
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| <img src="docs/img/icons/haste.png" width="40"> | **Haste** | 30 | Your creatures around the spot move and act much faster for 30 seconds. |
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| <img src="docs/img/icons/stoneskin.png" width="40"> | **Stoneskin** | 40 | Your creatures around the spot take only half damage for 30 seconds. |
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| <img src="docs/img/icons/goldrain.png" width="40"> | **Gold Rain** | 100 | Turns mana into 250 gold for your treasury. |
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| <img src="docs/img/icons/invisible.png" width="40"> | **Invisibility** | 50 | One creature becomes invisible for 25 seconds: enemies and towers ignore it until it attacks. |
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| <img src="docs/img/icons/plague.png" width="40"> | **Plague** | 80 | A sickness that eats at the enemies around the spot and jumps from one to the next. |
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| <img src="docs/img/icons/quake.png" width="40"> | **Quake** | 90 | The ground shakes: enemies around the spot are hurt and stunned for two seconds. Your creatures keep their footing. |
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---
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*This page is written from the game's own data: `python3 tools/make_bestiary.py`.*
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