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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:



Trap: Sentry
Cost: 1000 gold
Damage: Minimal
Mana drain: 5
Mana to fire: 250
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
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
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
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
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
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
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
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
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
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
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: ?
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
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
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
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
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
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
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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