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Power Up | Possess Creature | Create Imp | Sight of Evil | Speed Creature| Must Obey | Call to Arms | Conceal Creature | Hold Audience | Heal | Lighting Strike | Protect Creature | Turn to Chicken | Cave-in | Disease | Armageddon | Destroy Walls

Power Up
Some spells can be powered up for increased effect. To do this, when casting a spell, click and hold the left-mouse button. You will then see a number telling you how much the power up is costing you. Powering up spells costs more money but makes spell last longer, cast more damage etc., according to what spell is cast. Those spells that can be powered up have the fact, and what power ups do, mentioned in their spell descriptions.

Possess Creature
This spell allows you to take control of one of your creatures personally and control its actions. Usful to make sure that your creatures go where you want and do what you want, but stops you from controlling the rest of your Dungeon while doing it. It is useful for digging out particular squares with a imp in to hostile territory and controlling the leader of a Barracks room group and forcing creatures to go into enemy territory.
Can only be cast on your own creatures.

Create Imp
This spell allows you to create Imps. Each Imp created costs 150 gold more than the last. By sacrificing Imps in the Temple you can reduce the price of this spell by 150 so if you are using a lot of Imps (as in, they keep dying), it is worth throwing some down the Temple. The minimum price of an Imp is 150, regardless of how many Imps are scarificed.
Can only be cast on you own tiles.

Sight of Evil
Reveal the parts of the map you haven't yet uncovered for a few minutes and spy upon your enemies. While this spell is active, you can cast others spells in the area revealed, allowing you to lightening bolt enemy imps. Once cast, your enemies know that you are looking at their land be the glowing ring that appears.
This spell can be powered up and then reveals more of the map for longer.
Cast on any part of the map.

Speed Creature
If you need a task doing quickly, the speed creature spell will double the rate at which a creature does it. When a creature has speed creature cast on it, it blurs and moves quicker. Some creatures can cast a personal version of speed creature on themselves. If speed creature is already cast upon a creature, this spell has no effect.
When powered up, this spell lasts longer.
Cast on any of your own creatures, which aren't already speeded up.

 Must Obey
Once cast, this spell causes all your creatures to work faster for the duration of the spell. You can force creatures to do things they wouldn't normally do and all your creatures will not become unhappy while the spell is cast. This spell costs more depending on how many creatures are in your dungeon and can not be powered up.

Call to Arms
Once cast, this spell causes all your creatures in range to that spot and wait there. Useful for keeping your creatures in one place, and while there, they won't go wandering off. Once cast, you will see a red expanding circle on the mini map showing you were it is cast, and it's radius, and all your creatures entering in range of the spell are affected. If you drop creatures near the spell, they are also affected. Your creatures will attack any enemy that they see, so it can be used to get creatures ready for a battle and, usefully, while under the influence of this spell, your creatures won't collect their wages (so if you're short of money...) When Cast on territory you own, this spell costs nothing, but cast on unclaimed tiles or enemy territory, the spell constantly drains gold from your treasure room.
Powered up, Call to Arms calls creatures from further away and costs more (unless it is on your land). Once cast, this spell lasts until you cancel it or run out of money. To cast, left click on any square. To cancel, left click the spell on the spell panel, then right click while the spell is selected.

Conceal Creature
Cast upon a creature, it becomes invisible to enemy creatures and can roam through their territory. Imps can claim territory and not be seen. Concealed creatures can be seen when they attack enemy and Ghost and some high level creatures can see invisible creatures regardless.
Powered up, Conceal Creature lasts longer.

Hold Audience
Hold Audience summons all your creatures to your Dungeon Heart, were they dance around for a few minutes before returning to work. Once cast, you have to click the tick to confirm that you want to cast the spell. A great spell if your Dungeon Heart is being attacked.

Heal
If your creatures can't get to the Hatchery or Temple, you can use Heal to rapidly heal your creatures. Used in combat, it can keep your creatures fighting long after they would have left the battle.
Powered up, Heal affects a bigger area.
Cast on your creatures.

Lightening Strike
Your main offensive spell, Lightening Strike allows you to hit the enemy personally.
Powered up Lightening Strike causes more damage.
Cast anywhere you can see, even inside sight of evil spells.

Protect Creature
This spell reduces the damage caused to your creatures during battle.
Powered up it lasts longer.
Cast on any of your own creatures.

Turn to Chicken
Turns the target creature into a chicken. While a chicken, the creature cannot attack and can be eaten although it retains its normal hit points and toughness. Chickenised creatures can be cured by dropping them in the temple.
Powered up, this spell lasts longer.
Cast on any enemy creature in your territory. Useful for reducing powerful creatures attacking your dungeon to something you can deal with.

Cave-In
This causes the very roof of the dungeon to collapse, causing damage to any creature underneath. Although this rarely kills tough creatures, it does make them run away so can be used to head off attacks or force them to the routes you want.
Cast anywhere.
Powered up affects a bigger area.

Disease
Once cast on a creature it becomes infected with an infective disease, which saps its strength. The infected creature can also pass the disease onto other creatures it encounters, and also become reinfected itself. If it is infected long enough, the creature will die. This spell is a great method of weakening your enemy before you attack. If your creatures become infected, drop them in the temple to cure them. The downside to this spell is that it must be cast on your own territory, so you have to get the enemy creatures to your dungeon or else claim territory into the enemies dungeon or even cast it on one of your own creatures, possess said creature, and charge into the enemies dungeon.
Powered up, the time that a creature is infected for lasts longer (and thus, causes more damage).

Armaggeddon
Once you are convinced that you can beat all the creatures in the dungeon combined in one single pitched battle, it is time to cast Armaggedon. Once you have cast and confirmed that you want to cast Armaggedon, a count down timer appears and when this reaches zero, all creatures (except chickens) are transported to you Heart and the battle starts.
Just remember, the battle takes place at your Dungeon Heart, so if your minions lose the battle, the surviving enemy creatures are at your Dungeon Heart. If cast by an opponent, don't panic. Your high level (level four and above) Vampires are safe, because if they die, they reincarnate (minus one level) back at their lairs. You can also throw a couple of Bile Demons down the Temple well to turn your creatures into chickens (chickens aren't affected, remember) and let the other keepers battle it out amongst themselves, while keeping your side fresh and healthy.

Destroy Walls
Enemy wall himself in? Just cast destroy walls on the fortified walls and dig through. Except that because it takes so long to research, they are probably well trained.
Cast on fortified wall.
Powered up affects more tiles at the same time.
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