Towers

Towers are the buildings that damages monsters. They have various stats, with different traits that specialized in different tasks, and should be used carefully to maximize the damage output.

## Basics

When you click on a tower, you will see those stats:

### Damage and Multiplier

A tower has base damage, and multipliers for Health, Armor and Shield. For each type of hit point, the tower deals damage equals to

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{\displaystyle (Base\ damage \times Multiplier)}

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A tower's base damage can be increased by +1 when the tower levels up. The hit point multipliers can be increased through leveling up the tower, Upgrade Cards or global bonuses from Universities.

### Range

Indicates how far can the tower targets monsters. Range can be increased with Upgrade Cards, or if the tower is put on an Elevation.

### RPM

Rounds per minute, indicates how fast the tower shoots. RPM cannot be changed, except for Frost Keep and Encampment, whose RPM increase as the tower covers more paths.

### Mana

Some tower requires mana to operate. Usually the mana cost scales with tower's base damage, except for Frost Keep, which has a constant 2 mana/sec.

### Status effects

Towers can deal a percent of their damage as Status Effects, if the cards that let them do that are picked.

### Crit chance

Towers have a chance to deal critical hits, which deal more damage than normal hits. Initially, the chance starts at 0%.

Towers can gain more crit chance by choosing the cards "X tower gains +15% crit chance", or the Quantity over Quality and Research Breakthough! cards.

The crit chance of each tower is distributed by the following:

* The first 50% is the chance for the tower to deal x2 damage.
* The next 50% (from 51-100%) is the chance for the tower to deal x3 damage.
* The next 50% (from 101-150%) is the chance to deal x4 damage. Higher crit chance does not have any uses.

A tower has a maximum of 50% chance for x2 damage, 50% chance for x3 damage and 50% chance for x4 damage. For each shot, the game will roll the chance to deal x4 damage, then x3, then x2: Once it gets a success roll, it won't roll the chance for lower damage.

### Upgrading

When levels up, tower gains +1 base damage and +1 multiplier for one hit point type. Tower can level up by:

* Targeting monsters: Towers gain XP by how long they target monsters, not by the damage they deal.
	+ The target's current type of hit point determines the type of multiplier XP the tower gains:
		- If the target's current hit point is Health, the tower gains Health XP.
		- If the target's current hit point is Armor, the tower gains Armor XP.
		- If the target's current hit point is Shield, the tower gains Shield XP.
	+ The amount of XP gained/sec is calculated by the formula:

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	{\displaystyle 0.5 + \frac{1}{2 \times Tower\ range}}
* Buying upgrade: You can manually level up a tower by clicking upgrade on one of the hit point multipliers. Each upgrade cost some Gold, and they will get more expensive as the tower's level goes up.

### Priorities

You can set priorities with up to 3 criterias for each tower. The criterias may be one of the followings:

* Progress: Nearest to the base tower
* Near Death: Lowest hit point
* Most Health
* Most Armor
* Most Shield
* Least Health
* Least Armor
* Least Shield
* Slowest
* Fastest
* Marked: being marked by a Lookout

### Buying/Demolishing

Towers cost Gold to build, and they will get more expensive as there are more towers of their kind on the field. Demolishing towers will lower that cost.

The cost of buying/demolishing towers only depend on their base price, price increment, and how many of the same tower are on the field. Their levels are irrelevant.