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~TRAPS & DOORS~
Traps and doors are very important both in order to defend the dungeon but also to close down parts of the dungeon where you don't want your creatures to go... Use the doors combined with the 12 different traps in order to keep you dungeon safe from smaller attacs and to even the odds when a more superior keeper attacs you with all of his force... ! You can only build traps and doors if you have a workshop in your dungeon !
For more information and descriptions about the different kinds of traps and doors you can build in you dungeon read the following guide:
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Trap: Sentry Cost: 1000 gold Damage: Minimal Mana drain: 5 Mana to fire: 250 |
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Description: This is a small cannon that fires bolts of magical energy. It shoots its missiles at any creature that comes within a range. |
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Trap: Fear Cost: 750 gold Damage: None Mana drain: 5 Mana to fire: 125 |
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Description: This trap gives off the stink of inevitable death. Barring fearless creatures, any creature that sets off this trap, or is within the range of the trap when it is triggered, will attempt to get away and return to whence they came. |
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Trap: Alarm Cost: 500 gold Damage: None Mana drain: 5 Mana to fire: 0 |
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| Description: The alarm trap watches for any sign of intruders and gives off both a visible and audible warning when triggered. |
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Trap: Gas Cost: 600 gold Damage: Small Mana drain: 5 Mana to fire: 0 |
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| Description: The unfortunate creature that walks over a gas trap sets off a bilious cloud of noxious fumes that envelop a wide area and cause temporarily disablement. |
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Trap: Guard Post Cost: 300 gold/tiles Damage: N/A Mana drain: 0 Mana to fire: 0 |
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Description: The guard post works almost the same way as the alarm trap, except it notifies your creatures, and they will quickly come to investigate at the scene. This can be useful for guarding imps when they dig out gold, especially if it is an eternal source of gold. Also, it can be nice to have on of these next to your portal, to warn you if enemy imps are trying to attack it. |
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Trap: Spike Cost: 750 gold Damage: Average Mana drain: 5 Mana to fire: 0 |
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| Description: One of the more immediate traps available to the keeper, the spike trap houses a nasty metal spike that impales any creature unlucky enough to tread on it. |
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Trap: Trigger Cost: 300 gold Damage: None Mana drain: 5 Mana to fire: 0 |
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| Description: Use this trap to connect to others and set of chain reactions, great for multiplayer mode and for seeing your own created combinations spring into life. |
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Trap: Boulder Cost: 1500 gold/tiles Damage: Substantial Mana drain: 5 Mana to fire: 0 |
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| Description: Any creature coming within the range of this trap will soon hear the rumblings of a large chunk of rock bearing down on them. |
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Trap: Freeze Cost: 1500 gold Damage: None Mana drain: 5 Mana to fire: 0 |
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| Description: This blast of freezing magic will explode and paralyse enemy creatures; they will be unable to move or fight. |
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Trap: Lightning Cost: 3000 gold Damage: Substantial Mana drain: 5 Mana to fire: 250 |
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| Description: This trap sends bursts of magical lightning towards the enemy, striking them from afar. Any creature in water when struck by this trap will take additional damage. |
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Trap: Fireburst Cost: 5000 gold Damage: Devastating Mana drain: 10 Mana to fire: 250 |
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Description: The nuclear bomb of the trap world, this expensive trap radiates a blast of magically powered fire in a large radius. Any enemy creatures caught within take copious amounts of damage. |
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Trap: Jack-in-the-box (only in v1.71) Cost: 10000 gold Damage: ? Mana drain: ? Mana to fire: ? |
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Description: The Jack-In-The-Box Trap literally scares the life out of Imps and also damages enemy Dungeon Hearts... To a imp (and you) this trap looks like an ordinary Dungeon Special. But when a imp tries to carry away with the special to your library it gets quite a shock when 'jack' jumps out of the box... |
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Door: Wooden Cost: 500 gold Resistance: Low |
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| Description: The simplest dungeon divider, the primary role of the Wooden Door is to control dungeon traffic and limit the access of your creatures within your dungeon. Its advantages are that it is cheap and quick to manufacture, and is available from an early stage. However, it offers little resistance against attack. |
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Door: Braced Cost: 1000 gold Resistance: Medium |
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| Description: This is a physical improvement on the Wooden Door, possessing slightly greater resilience when attacked and costing correspondingly more. It sits between Wooden and Steel door in terms of value and effectiveness. |
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Door: Steel Cost: 1500 gold Resistance: Very high |
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| Description: The strongest of the doors, this portcullis-styled bulkhead should hold off attackers long enough for the Keeper to assemble a basic defence. Steel Doors are costly in materials and take a reasonably long time to manufacture. |
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Door: Magic Cost: 6000 gold Resistance: High |
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Description: This Door can only be harmed by magical attacks. Melee attacks will not harm it. It is also intelligent, and will respond with fireballs when attacked. |
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Door: Secret Cost: 3000 gold Resistance: High |
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| Description: This door remains concealed by adopting the outer appearance of its surrounding walls. In all other respects, it works as a normal door. The door can be very useful when there are rooms you don't want the enemy to find. |
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Door: Barricade Cost: 1500 gold Resistance: Medium |
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| Description: The barricade is simply a physical obstacle that remains impassable to land-based creatures. Flying creatures are able to pass over the barricade but cannot land on its tile. The barricade does not restrict creature perception. Missiles and projectile attacks may also be exchanged freely over a barricade. |
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