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Sentries

Sentry staves place on left click and overdrive on right-click. Turn on Divine Artifice.

Left click still places the sentry. Right-click is a manual overdrive. Explosive traps run a chain-detonation check instead. Right-click does not place a new tower and spends no mana.

A fresh tower starts at about one quarter charge. Charge lives on that tower and is not saved.

Right-click first looks for a ready, non-overdriven tower of the same kit within about 6 tiles of the cursor, then the nearest ready tower to the player. There is about a 0.5-second wait before the next right-click. If none are ready, the game shows No sentry charged.

During overdrive, and for about 2 seconds after it ends, that tower does not gain charge.

Seal the tab and the additive layer stops at once. The tower stays. It just stops taking this family’s extras.

Old One’s Army tier-2 and tier-3 items may only change the tooltip and the right-click. The kit can sit on the tier-1 host. Per-item extras sit on the gold Godsmith Reforged line. That line’s official prefix is Deploy doctrine.

Two towers link only if they share an owner and sit within about 30 tiles.

Each link adds 4% damage, counting at most three links. A link to the Lunar Portal adds another 8%. Those two bonuses together cap at 20%.

If a tower is linked to Houndius Shootius, exposed foes take another 1.10× from linked sentries. Exposure lasts about 1.5 seconds. A link to a Lightning Aura applies the same 1.10× to shocked foes.

Sentries linked to a Frost Hydra inflict frostburn for about 2 seconds on hit.

Explosive traps web together within about 12 tiles. A chain blast travels at most 4 steps, and the same trap follows at most once every about 1.5 seconds. That family’s right-click does not need a full charge, and picks the trap nearest the cursor.

Vanilla itemGodsmith Reforged
Queen Spider StaffDeploy doctrine: hits charge the hive, right-click when full to overdrive into a full swarm Eggs leave webbed ground where they land; linking a lightning aura magnetizes the spiders
Staff of the Frost HydraDeploy doctrine: every 3 charge grows a phantom head (up to 2) that echoes each shot Right-click when full to overdrive into a freezing breath; sentries linked to it inflict frostburn
Houndius ShootiusDeploy doctrine: hits charge the eye, right-click when full to overdrive it into twin-pupil rapid fire Its victims are briefly exposed, linked sentries deal 10% more to exposed foes Linked kills on exposed foes feed the eye free charge; redeployed sentries keep a quarter charge
Lunar Portal StaffDeploy doctrine: the portal is a link hub, every sentry linked to it strikes harder Hits charge it, right-click when full for lunar phase volley: side lances and a rear gate
Rainbow Crystal StaffDeploy doctrine: linked to any sentry, each burst refracts a prism ray into another nearby foe Hits charge the crystal, right-click when full to unfurl an aurora veil above it
Ballista RodDeploy doctrine: hits charge the tower, right-click when full for siege repeater fire Two linked ballistas nail a cross-fire spike into any target both hit within moments
Ballista CaneDeploy doctrine: hits charge the tower, right-click when full for siege repeater fire Two linked ballistas nail a cross-fire spike into any target both hit within moments
Ballista StaffDeploy doctrine: hits charge the tower, right-click when full for siege repeater fire Overdriven bolts grow into massive siege shafts; paired ballistas nail cross-fire spikes
Explosive Trap RodDeploy doctrine: traps placed near each other form a minefield web, any blast chain-detonates neighbors Five blasts auto-overdrive the trap into high explosive; right-click to trigger a chain check
Explosive Trap CaneDeploy doctrine: traps placed near each other form a minefield web, any blast chain-detonates neighbors Five blasts auto-overdrive the trap into high explosive; right-click to trigger a chain check
Explosive Trap StaffDeploy doctrine: traps placed near each other form a minefield web, any blast chain-detonates neighbors Overdriven blasts hurl shrapnel skyward; five blasts auto-overdrive, right-click for a chain check
Flameburst RodDeploy doctrine: hits charge the tower, right-click when full for saturation barrage Overdriven shots fly in triples and scorch a fire ring on hit; linking a ballista widens the blast
Flameburst CaneDeploy doctrine: hits charge the tower, right-click when full for saturation barrage Overdriven shots fly in triples and scorch a wider fire ring; linking a ballista widens the blast
Flameburst StaffDeploy doctrine: hits charge the tower, right-click when full for saturation barrage Overdrive adds mortar rain on top of triple shots and fire rings; linking a ballista widens the blast
Lightning Aura RodDeploy doctrine: two overlapping auras form a resonance zone dealing half again as much Ticks charge the aura, right-click when full to overload it wider with a static field that shocks
Lightning Aura CaneDeploy doctrine: two overlapping auras form a resonance zone dealing half again as much Ticks charge the aura, right-click when full to overload it wider with a static field that shocks
Lightning Aura StaffDeploy doctrine: overlap auras for resonance, overload adds a wider static field and shock marks While overdriven the aura hurls chain lightning arcing through four foes every second

No extra sentries are added. With the flag off, towers fight as vanilla.