Home | Creatures | Heroes | Traps | Spells | Rooms | Levels 1-10 | levels 11-20 | Deeper Levels | Hints
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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