Turrets:
Rooter:Flings a Entangle a few feet in front of the turret.
Autofire:Fires a arrow for 1 damage. Fires by itself.
Rocket:Lore Check DC 16. Hits closest object for 3d8 fire damage.
Grenade:Lore Check DC 16. Lobs a firebomb in front of the turret for 2d8 damage.
Yoshi:Occasionally fires a egg at someone for 2d10 damage. If clicked on,EATS a spawn with lower than 5 HP and restores turret HP by amount of HP left.
Star:After awhile,it'll place a star in front of the tower. Grab it for DR 30/- to physical for a few rounds.
Fixit:When used,sacrifices HP from it to make a Repair Kit. Use on a tower to restore HP.
Bob-omb:Lore Check DC 14. When used,choose a base. A turret there is hit for 10 damage.
Bullet Bill:Fires a slow-moving missile in front of the turret. Whatever it hits takes 2d6 damage.
Piranha Plant:Not a turret per se,it snaps at nearby players for 2d6 slashing.
Summoner:Not exactly a turret,it creates a random spawn from your team.
Gatling:Lore Check DC 18. Opens fire with a 10-bolt shot at everything near for 1d6 a bolt.
Plasma Cannon:Lore Check DC 20. Hits a random turret for 30 HP.
Recorder:Uses a bard song and a curse song to help out in defense.
Medstation:Can heal you to full health,but takes damage when healing equal to HP given.
Warpstarorts you near a enemy base for a solo raid.
Sniper:Lore Check DC 18. Shoots a player for 3d6 damage,regardless of range.
Napalm:Lore Check DC 16. Throws several Walls of Fire around the turret.
Blood Boiler:Tiefling only. All spawns get Haste.
Black Mage:One shot. Black Mage fires a Hadoken,hitting a entire base's turrets for 40 damage.
Silencer:It's not instant death you idiot. Creates a zone of silence near the base.