Download the Balance Patch for ver. 1.3!
Notice: The stats on this thread is out of date. For additional information, you can see the change logs for version 3.0 and 3.5.
This is a demo release of the balance patch, containing complete revisions of the first five levels of the campaign and a 2 Player Multiplayer map. More to come in the future.
This patch only works for vanilla 1.3 at the moment. It can technically work with 1.51 and probably 1.61, but due to certain changes in those versions, the balance is broken as is the difficulty curve of the patched campaign. I'll be looking into providing an alternative patch for specifically 1.51 and 1.7. (Screw 1.61, that's like a bad middle ground)
It is recommended that you play at 150% speed. It doesn't hurt not to, but this is the game speed the patch has always been tested under. The pacing of the game seems just right with this game speed, where as other speeds are either too slow or too fast. Still, all references to time (xxx seconds / minutes) will be referring to normal Game Time, which is 100% Speed.
A thanks goes out to Skarok, Keeper Decagon, Shonji, and NerdyTB for assisting in playtesting at one time or another.
General Changes
General Changes
- The overall lighting has been dimmed significantly to capture a more preferable atmosphere (special thanks to Skarok for starting this before I continued and finished it)
- Max number of things in the Hand-of-Evil is reduced to 12 from 64
- Slapping bonuses now last 50 seconds instead of 25 seconds
- Maximum Mana Gain is now 600 instead of 500
- Creatures will no longer ignore enemies when a Call-to-Arms flag is up, no matter how far away it is
- Dead Bodies last for 90 seconds instead of 60 seconds
- Dwarf digging multiplier is reduced to 2 from 4 (though they're still pretty good at tearing down reinforced walls)
- Gem mining per pick from an Imp is reduced to 10 Gold from 25
- Fog of War now hides both Water and Lava
- Lava and Water damage is noticably stronger
- Hero Lair healing is noticably weaker
- The Dungeon Heart now summons a free Imp every 20 seconds instead of 5 seconds when below the minimum (min is still 4)
- The first Portal now offers 20 Creatures instead of 15 (additional Portals still offer 5 bonus)
- The damage Creatures take from torture has been increased significantly
- Combat Pit damage has been adjusted to make it closer to real combat (it uses certain modifiers that reduces damage compared to real combat in the vanilla version, still haven't fully adapted it to true combat yet as its rather tricky)
- Creatures can no longer gain health while in the Temple
- Rooms now have Initial Health (amount of Health they start off with when built, usually 33% of max), Max Health, and Health Gain stats (these stats existed in vanilla but Health Gain was set to 0 globally and Initial Health was always the same as Max Health)
- The Firefly has been removed in favor of the Horned Reaper
- The Thief has been removed in favor of the Mercenary (technically it's the same thing, but there's more to be done with a Mercenary concept compared to a Thief concept, plus it makes more sense logically)
- The Three Princes have been removed in favor of the Blade Master, Templar, and Samurai
- The Stone Knight is now considered a normal unit rather than an endgame "boss" (because left-clicking is a worthy challenge for a final boss)
- The Mistress, Vampire, Monk, and Fairy are now Support
- The Skeleton now requires both a Lair and pay
- The Royal Guard is now a female (this is very important)
- The Lord of the Land and King Reginald have been buffed significantly to make them more worthy as "boss units"
- All Creatures are now attracted by meeting a certain requirement with tile quantity, rather than by room furniture (creating larger rooms does not result in more of the same creature or a higher chance of obtaining that creature, but this is better than the problems with room furniture and its mass summoning of bald elves)
- The distance Creatures can see and hear is increased to 6 from 4 (except for the Elven Archer who has a unique 8 range)
- All Creatures now follow consistent attack speeds for melee combat, ranging between 2 and 6 second melee recharge times and differing by 0.5 seconds between stats (in vanilla, creatures had very short recharge times but were slowed down by their animations, creating random elements with attack speed based on which of two attack animations were used)
- Stun Times have been greatly reduced, now ranging between 0 and 2 seconds, instead of between 1 and 5
- Most Units now have at least one spell (this excludes the Bile Demon and Dwarf, the former who is better off without, being a slow heavy tank)
- Critical health for a Creature is reduced to 15% of max instead of 20%
- Shuffle Speed (the fleeing movement speed of a Creature when at critical health) is now the same as Running Speed (allowing Creatures to flee much easier)
- Removed the "Fearless" trait from all Creatures due to a bug (see latter half of the linked post, those who were previously fearless are given a fear value of 32767 to compensate)
- Fear and Threat values are adjusted so that even more timid Creatures don't normally flee from battle unless massively overwhelmed / outnumbered when facing the supreme Dwarf Empire
- Annoyance from "No Work" has been removed for all Creatures (it seems a bit buggy but also more annoying than anything, Creatures sometimes get annoyed even when they clearly have work)
- The time it takes for a Creature to start gaining annoyance points while in the Hand-of-Evil has been greatly reduced (from 1000 to 2)
- Creatures and Heroes now get slightly less annoyed in each others' presence
- All Creatures now rebel when angry (due to a somewhat inconsistent bug with Creatures leaving getting stuck in the Portal)
- Removed the "Train when Idle" trait from all Creatures (Creatures now only train naturally when it's apart of their job preferences)
- Removed Most Possession Special Abilities (excluding the harmless "Pick Up Workers" from the Bile Demon and Giant)
- Keeper Thunderbolt is slightly weaker with a recharge time but can be cast anywhere (it's now a spell of skill and strategy rather than a left clicking mouse breaker)
- Keeper Heal is much weaker with a recharge time (no more instant full heals)
- Keeper Tremor has reduced range and a significant recharge time (this spell countered a well planned dungeon far too easily)
- Keeper Inferno is much more powerful but also incredibly costy with a longer cooldown (it's now basically a super nuke)
- Keeper Turncoat has been removed in favor of Keeper Invulnerable
- All Manufacture values (as in, requirement to craft an item) have been set to 1250 due to a Workshop bug (this exists in all versions of the game)
- The Magic Door has been reworked in concept and gimmick, now possessing low health for its cost but insane health regeneration and quick firing of lightning to stun
- The Hero Sentry Trap is now the Slow Trap
- The Trigger Trap has been removed in favor of the Hail Trap
- The Guard Post has been removed in favor of the Cyclone Trap
Creatures (melee)
Melee Creatures
Imp
Health Points: 125
Damage Per Second: 3
Raw Attack Damage: 3
Melee Recharge Time: 1.0
Walking Speed: 2.2
Running Speed: 2.2
Max Stun Duration: 0
Level 8: Teleport
Payday: -
Research Rate: -
Workshop Rate: -
Mana from Prayer: -
Training Rate: 17 EXP (from working tasks)
Combat Rate: 30 EXP
Attraction: -
Description:
Aww, look at the cute little Imps. Aren't they just priceless? It's wonderful to keep a number of these little critters running around in the dungeon. Just remember to backhand them every now and then to remind them of their place beneath you. Don't want them to feel too warm and fuzzy on the inside, now...
Imps are essentially the same as in the vanilla version of the game. There really is not much to say on that regard, as they are simply the worker class. Notably, they take longer to level up, but there's a very good and positive reason for that. Imps are actually more durable than before, relatively speaking. So while they may level slower, their higher base stats balances out the reduced stat bonuses gained from leveling. When Imps actually reach Levels 8+, their increased durability actually begins to show, as they become strong enough to take a hit, which is usually all an enemy has time to land before they run away. Imps are also slightly less timid, even more so when around other Creatures, which is useful information in case a sudden rescue mission arises within an enemy Trap Room.
Goblin
Health Points: 650
Damage Per Second: 23
Raw Attack Damage: 46
Melee Recharge Time: 2.0
Walking Speed: 0.8
Running Speed: 2.1
Max Stun Duration: 0
Level 6: Fireball
Level 10: Flame
Payday: 260
Research Rate: -
Workshop Rate: 15
Mana from Prayer: 20
Training Rate: 80
Combat Rate: 300
Attraction: Hatchery (3)
Description:
Oh crap, it's a Goblin! You better start running now, before it's too late! He'll stab you, cut you, and chuck exploding Fireballs out at you faster than you can blink! ...No, seriously.
Goblins are low class grunt units, inferior to other units as seen by a simple comparison of stats. However, that doesn't mean the Goblin is completely outclassed, for that is not where the Goblin's real strength is found. Goblins gain experience at an accelerated rate, both in battle and out. This allows them to level up very fast compared to other units, granting them earlier stat bonuses to temporarily give them an edge. This turns the Goblin into a very acceptable aggressive unit in a rush strategy, who if fed a healthy amount of battle experience, becomes incredibly powerful in the mid game. During the mid game, a well fed Goblin can make it to Levels 8+ fairly easily, and Level 8 and onward is where they gain the more absurd stat bonuses.
Goblins are okay on their own up until Level 6, which is a very important level to Goblins. Gaining Fireball is vital, as it grants Goblins a very strong burst in damage, especially in groups. Unlike ranged units, melee units like Goblins don't have to wait for the spell to recharge as they just charge straight into battle. As pure quick hitters with lower raw damage, the burst of Fireball is always welcome. It also has the added effect of delaying the Goblin's rush into melee combat, which is good as it can allow for a more durable unit to take the frontlines, such as the Troll. Hitting Level 10 gives the Goblin another burst in strength, as not only do they obtain +200% of their base Attack and Health from Level 10's absurd level bonus, but Goblins also gain Flame. Flame is very powerful in a melee unit's hands, especially a fast paced one like the Goblin, and grants the Goblin the ability to stun enemies. This is very good as it allows Goblins to take down bigger foes, but also keeps them relevant for the rest of the game. Having the capability to stun enemies is always useful, so even when in the late game where Goblins are outclassed by other units, they can still prove themselves useful.
In the dungeon, Goblins are nice to keep around as they're very cheap in all manners of speaking. They aren't expensive to train or to pay, and they know their place well so they rarely complain. Even at Level 10, Goblins only cost 650 Gold, which is pretty dirt cheap. Additionally, they make for fine replacement manufacturers. Due to the fact that they'll hit Level 5 first, they can easily handle any Workshop tasks while the usual manufacturers, such as Trolls and Bile Demons, can remain in the Training Room to level up. Even if a Player chooses to not follow a complete aggression strategy, Goblins are good to give a Player some decent early game and to resist any potential enemy rush strategies.
Salamander
Health Points: 750
Damage Per Second: 18
Raw Attack Damage: 54
Melee Recharge Time: 3.0
Walking Speed: 0.7
Running Speed: 1.75
Max Stun Duration: 1
Level 2: Spit Fire
Level 4: Fireball
Level 7: Meteor
Payday: 550
Research Rate: -
Workshop Rate: -
Mana from Prayer: 20
Training Rate: 60
Combat Rate: 200
Attraction: Training Room (3)
Description:
Ah, the Salamander. Salamanders are strange Creatures indeed, being so socially awkward and yet they continue to try so hard to find a place in the (under)world. They're melee, but they act like ranged support units, but they're still technically melee. Where does this lead us? Well, back to the Salamander of course. The teeth, to be specific.
Salamanders act as a jack-of-all-trades sort of unit, being very solid and well rounded, applicable to just about any situation. They offer a sufficient mixture of melee and support single target damage. Their melee damage output is a bit inferior to that of a Goblin, but Salamanders can still get by with a slightly higher burst of melee damage joined by more durability. Their spell casting is not to be underestimated, as it actually makes quite the difference unlike in vanilla. Even with a full spell set, Salamanders are also never locked at ranged combat. They have decent enough early and late game usage, but the mid game is where they shine the most, as that's when they first gain Meteor.
There is no real strategy as to how to properly use or counter a Salamander, due to the fact that they're so well balanced, which is one of their primary strengths. A few Salamanders can help initiate combat and make up for any lack or weakness in support, before rushing in to help strengthen the frontlines. Alternatively, they can make up the entire army and fill every role themselves, supporting each other with burst damage support before rushing in to finish off targets with melee. An army of Salamanders can be rather devastating in the mid game due to Meteor, but the weakness there is the late game when enemy units become strong enough to tank the Meteor spell. A Salamander's ability to traverse lava is an added plus, as they negate the almighty Inferno spell and gain some synergy with the Horned Reaper.
If there is any primary weakness or fault with the Salamander, it's the fact that they lack any sort of special talents in the dungeon. They possess no ability to research or manufacture, and don't provide much mana from the Temple, either. After they've trained, it can be difficult to find a use for them in the dungeon, besides something such as Guard Duty. The best use for them takes more skill in micromanagement, as they make for good enemy harassment once they gain Fireball, at least. Still, the Salamander's well rounded ability outside of the dungeon should make up for his inability in the dungeon.
Troll
Health Points: 1200
Damage Per Second: 14
Raw Attack Damage: 70
Melee Recharge Time: 5.0
Walking Speed: 0.7
Running Speed: 1.35
Max Stun Duration: 1
Level 7: Other Invulnerable
Payday: 450
Research Rate: -
Workshop Rate: 120
Mana from Prayer: 20
Training Rate: 75
Combat Rate: 250
Attraction: Workshop (3)
Description:
What is this thing supposed to be? Does anyone recognize it, at all? I suppose not, but it might be understandable to forget... whatever this thing is supposed to be. It might have something to do with that one green thing that was locked in the Workshop ages ago and never released to ever be seen again.
The Troll acts as a strong early and mid game tank, functioning similarly to the Goblin in how he gains strength through faster leveling. Interestingly enough, despite his role as a tank, the Troll ultimately acts as a support type unit more than anything. They can be very powerful in the early and mid game, but only indirectly if due to the danger of a well fed Goblin among other units. The Troll's role is to protect those early game units and help them spiral out of control, but he's not very effective without those units compared to say a Bile Demon, which is why he is essentially supporting them.
Out of all the Creature Tanks, the Troll is the fastest in movement speed. This allows him to really combo well with Goblins, as Trolls are the only tanks that can rush the frontlines while the Goblin is casting Fireball, allowing the Troll to take the main heat. Once leveled properly, the Troll has the added usefulness of granting Invulnerability to his allies, which is a unique trait to him on the Creature Side. This works very well with Warlocks, as together they can heal and buff an injured ally, allowing them to charge straight back into battle. After reaching his final levels, a Troll can be very annoying to take down due to the sheer amount of Health they gain, especially if they reach that point in the mid game.
While in the dungeon, Trolls like to spend their time in the Workshop, crafting at a speed like no other. Trolls hate fighting, recognizing their less effective ability to perform proper combat, and often won't train unless told to do so. They don't ask for much, not even in terms of food like other, heavier tanks, so Troll management is rather simple. If they do get upset, they'll visit the Casino if they can and drink away all the sorrow.
Bile Demon
Health Points: 2000
Damage Per Second: 21
Raw Attack Damage: 126
Melee Recharge Time: 6.0
Walking Speed: 0.5
Running Speed: 0.65
Max Stun Duration: 1
Payday: 820
Research Rate: -
Workshop Rate: 40
Mana from Prayer: 15
Training Rate: 55
Combat Rate: 175
Attraction: Hatchery (20)
Description:
Easily the biggest mass of red bullcrap ever to be seen! I dare you to cut it open to see what's inside.
The Bile Demon is very simple as he focuses on raw Health,making him into the average, but still ideal, tank. Though his overall damage output is beneath even a Goblin's, the Bile Demon is a heavy hitter, granting him a burst of damage and thus allowing him to still make a difference. It's difficult to go wrong with the Bile Demon as he filles the role of tank perfectly. He has high enough base stats to make him decent in the early game, though he's still vulnerable to bursts of damage from certain early game rush units. Still, a Bile Demon's mid and late game is enough to make up for any weaknesses in the early game. He is an overall very solid defensive unit, who works well with just about any kind of support.
Bile Demons are very powerful in any bottleneck situation. They take up all the space, preventing practically everything from being able to pass through, from Creatures to projectiles alike. This is where Bile Demons shine the most, as they can simply soak up all the damage while powerful ranged units can take down any aggressors, especially if they're high or even moderately leveled. They work really well if some pressure based traps are placed, too.
There is really no truly effective method of countering well trained Bile Demons, especially in bottleneck situations. They must simply be dealt with. Bile Demons aren't stunned for too long, but if a Player has a lot of burst, then that brief moment of vulnerability can be one strategy to try and chop down their Health. Additionally, Bile Demons struggle in more open battles where everything is spread out, as they have difficulty protecting their support. In these situations, blitzers can easily rush in to take out any enemy support, effectively also neutralizing the Bile Demon. As it so turns out, a Bile Demon without support isn't all that threatening.
In the dungeon, Bile Demons can help out in the Workshop as always. They're no Trolls but they can get the job done. Though Bile Demons are a little more patient about when they get their food, they're still notably whiny about it when a battle occurs and they can't reach the nearest Hatchery in time. Their slow movement speed may also entice the need for a bit of micromanagement to fully utilize them. Regardless, this is a small price to pay to have someone as consistently reliable a tank as the Bile Demon.
Black Knight
Health Points: 1400
Damage Per Second: 28
Raw Attack Damage: 154
Melee Recharge Time: 5.5
Walking Speed: 0.5
Running Speed: 0.8
Max Stun Duration: 2
Level 4: Self Invulnerable
Level 9: Black Invulnerable (personal spell)
Payday: 1000
Research Rate: -
Workshop Rate: -
Mana from Prayer: -
Training Rate: 45
Combat Rate: 150
Attraction: Combat Pit (1)
Description:
Twenty Black Knights entered the dungeon. Day and night, they trained hard in their pit, pushed by their cold-hearted master. One dark and rainy night, the twenty Black Knights rode towards another dungeon, owned by the enemy of their master. They swore to win the battle, as their master had commanded. Then the Skeletons, backed my Mistresses, crossed their path. The Black Knights snorted with arrogance and charged forward, shields up. Lightning struck them, followed by Thunder, bypassing their shields. Then the Skeletons charged, blades ready to strike, now that the Black Knights lost their shields. Struck by repeated Lightning, the Black Knights were sent to the floor again and again, unable to defend themselves from the blades of the undead. The Black Knights fell and their master raged, unable to understand how he was bested with the usage of such elite strats, unable to comprehend that he just got hard-countered.
The Black Knight is an interesting and more unique type of tank. He doesn't emphasize raw Health, rather, he focuses more towards negating enemy damage. As an additional focus, the Black Knight is much more aggressive than any other tank on the Creature Side. He often competes with the Bile Demon for the role of mid and especially late game tank, though the two of them still perform significantly different. The Bile Demon is more of a general tank, where as the Black Knight is more situational. He isn't bad nor inferior by any means because of this, rather, he has the advantage of being able to counter certain units but comes with the disadvantage of being counterable himself by other untis.
Black Knights are good in the mid game and great in the late game, but suffer in the early game. Despite still having decent stats, Black Knights don't quite have the Health to tank without Invulnerability and they don't exactly have the advantage of early stat bonuses like the Troll, either. Their damage output doesn't quite make up for the difference, especially as they're still vulnerable to stunning. Once Black Knights enter the mid game and actually gain their first Invulnerability spell, they can be used properly. In the late game, Black Knights gain Black Invulnerable, a superior to Self Invulnerable that allows them to negate damage half the time, assuming they can recast it immediately. Black Invulnerable is the Black Knight's answer to the Bile Demon's insane Health bonuses gained from reaching Level 8+.
Generally speaking, the Black Knight is the counter to any sort of burst damage or glass cannon type unit. His invulnerability can negate the burst while his blade cuts down his frail opponent, sometimes before they have the chance to land a single hit due to the Black Knight's "shield". Black Knights are actually the hard counter to Dark Angels as a result of this. The counter to the Black Knight is Lightning, as Lightning bypasses Invulnerability. Drain and Inferno can also do this, but Lightning is far more common and has the added effect of stunning the Black Knight, which is another weakness of his. This is why, ironically, Skeletons and Mistresses can counter the Black Knight. It's possible for them to stun him even before he activates his Invulnerability.
Outside of combat, the Black Knight spends his hours in the Training Room. He has no other real talent, aside from guard duty, but that should be expected from a pure fighter such as he. He doesn't complain about much, as he believes it isn't really his place to do so. He is a cold and heartless fighter, hired to cut down his employer's enemies, for a price. Nothing more.
Skeleton
Health Points: 350
Damage Per Second: 36
Raw Attack Damage: 162
Melee Recharge Time: 4.5
Walking Speed: 0.6
Running Speed: 1.3
Max Stun Duration: 0
Level 5: Lightning
Level 7: Thunder
Payday: 300
Research Rate: -
Workshop Rate: 1
Mana from Prayer: -100
Training Rate: 80
Combat Rate: 350
Attraction: Prison (3)
Description:
The Skeleton is easily one of the more powerful melee units in terms of raw output damage, especially as he tends to lean more towards heavy hitting. The glass cannon, as they say, has always been a role most suited by the Skeleton. Only the mighty Dark Angel and uncontrollable Horned Reaper can surpass a Skeleton's might. But that's all beside the point. The real question is, where does he get all that power if he has no muscle?
Skeletons are nice bonus Creatures to be obtained from the Prison. Due to the increased difficulty of converting, it is often much easier to let prisoners die to rise again as Skeletons, especially if a Player cannot afford to micro-manage with Healing. Skeletons, even if gained in the mid game, can quickly train up to higher levels to be relevant. It is critical for Skeletons to reach Level 5, but that is one of the best parts as it can easily be done in the Training Room, without having to risk real combat or the Combat Pit. Gaining the Lightning Spell offers more than mere stun support, as it also helps Skeletons survive better by holding them back until the more durable units can take the frontlines. Skeletons still require some micromanagement to keep them alive in battle, but it's worth the effort as they provide a very good boost in damage and are still quite expendable even if they do fall.
Skeletons can easily get out of control by having access to good numbers in addition to surpasing Level 7, neither being a very difficult feat. Gaining Thunder, especially in masses, grants the Skeleton a superb burst of damage. Sadly, Skeletons can just as easily be shut down by Area of Effect spells, as they're not only frail but require numbers to truly get crazy. With such numbers, it's practically impossible to retrieve them all and bring them to safety on such short notice when encountering a strong Area of Effect spell. Even with this weakness, the Skeleton should not be overlooked. It's always useful to have just a few sitting around for the extra damage when needed.
Skeletons now require Payday in addition to a place to rest. They aren't too demanding on the former, and the latter is arguably a buff. This makes it much easier to fully recover with a larger Skeleton army, as before it was necessary to manually heal each injured Skeleton. Skeletons require no food, meaning they still make the ideal, almost full time guards. They only leave to sleep or to collect their pay, both occurring every ten minutes. One drawback to the Skeleton is that they actually cannot 'hold' any of the Gold they collect, which means that they cannot go to the Casino to pay back their Keeper. Still, they're cheap enough that this should never really become a problem.
Rogue
Health Points: 450
Damage Per Second: 32
Raw Attack Damage: 112
Melee Recharge Time: 3.5
Walking Speed: 0.7
Running Speed: 1.65
Max Stun Duration: 1
Level 4: Self Invisibility (personal spell)
Level 6: Self Invisibility (personal spell)
Level 9: Assassinate (personal spell)
Payday: 930
Research Rate: -
Workshop Rate: 5
Mana from Prayer: 15
Training Rate: 60
Combat Rate: 225
Attraction: Casino (3)
Description:
Rogues. Never trust them. They're sneaky little backstabbers. They have no problem simply taking boatloads of your gold every Payday, only to run off into enemy territory in order to get killed, leaving behind your gold to be looted by the enemy. Such treacherous villains they are, aiding the enemy so while sabotaging your own resources.
Rogues are interesting aggressive units. Though they, embarrassingly enough, lose to the Goblin in a fair one-on-one fight, Rogues often don't fight fair, and that is where their real strength lies. Rogues roam around in the chaos of battle, allowing others to do the real fighting while they, unseen by enemy eyes, deal the finishing blow with a stab in the back or a slice across the throat. Rogues are powerful, if left alone to do their work. A fully trained Rogue can easily land a fatal blow before their target even knows what hit them.
As stealthy as they may be, Rogues still need to be careful. It isn't too uncommon to see an overzealous Rogue racing off to sabotage an enemy's support, only to get blasted away by Fireballs or shot down by Arrows. The sad part of it all is that the Fireballs and Arrows aren't even intended for him, most of the time. He just happens to be in the way. On the other hand, when it all goes according to plan, the Rogue can be a hero for professionally sabotaging enemy armies, acting as the key to victory.
Rogues are mid and especially late game units. They struggle in the early game as they lack Invisibility, a necessary ability for them to properly function, and they train too slowly to gain it with relative ease. They require a bit of investment in training and care in management so they don't get themselves killed. Once properly leveled, Rogues can perform fairly well on their own with a second Invisibility spell. Once in the late game, Rogues will start dealing scary amounts of damage and can easily work wonders. That is to say nothing of Assassinate, which is a nice bonus of burst damage that can one-shot a number of foes, especially support.
Rogues are certainly greedier this time around, but in a way that actually benefits. Rather than spending all their hours exploring and getting into trouble, Rogues enjoy taking some time off and settling down in the Casino. It is still necessary to keep an eye out for them, however, as they still can easily get themselves killed by wandering outside the dungeon alone. Though it's often unnecessary, the Rogue's familiarity with Traps and Doors, after having disarmed and unlocked so many of them over the years, allows him to possess some talent in the Workshop. Though it's probably best to keep Rogues in training, perhaps leaving the door to the Casino open so he feels more inclined to be there, rather than outside the dungeon.
Dark Angel
Health Points: 500
Damage Per Second: 70
Raw Attack Damage: 175
Melee Recharge Time: 2.5
Walking Speed: 0.7
Running Speed: 1.9
Max Stun Duration: 0
Level 6: Disruption (personal spell)
Level 10: Darkness (personal spell)
Payday: 900
Research Rate: 6
Workshop Rate: -
Mana from Prayer: 200
Training Rate: 40
Combat Rate: 200
Attraction: Temple (1)
Description:
When you're the personal creation and chosen one of the Dark Gods, it's pretty hard not to have an ego. It's understandable why Dark Angels are so arrogant, but this is just ridiculous. As much as they would like to believe otherwise, Dark Angels do not have abs of steel and need to stop charging straight into battle like that!
Dark Angels are all about damage, possessing a well balanced mixture of burst and DPS type damage. Their melee damage output exceeds that of any other normal unit. Striking quickly, Dark Angels don't run into an issue with overkill as normal heavy hitters would. Their attacks cannot be easily canceled out either with a well timed Thunderbolt. As if their blades aren't enough, Dark Angels can harness the extreme power of dark magic in the form of Disruption and its superior, Darkness. The raw power of such spells is enough to take down just about any unit.
Dark Angels are mostly late game blitzers, possessing sufficient mid game but poor early game. They need levels in order to deal truly devastating damage with their attacks, but also to unlock their spells. Dark Angels, when used properly, can take out almost any unit with relative ease with sheer offensive power. At the same time, the Dark Angel's lack of defense is a hindering weakness, one that stays with him throughout the entire game. Dark Angels can win games, being powerful late game units, but they're so easily lost that caution is always necessary to properly protect them.
Dark Angels are difficult to train. Left alone in the Training Room, they're very slow paced. Though they gain decent combat experience, combat with a Dark Angel is often short lived as they kill fast or die just as quickly. If it's necessary to quickly train a Dark Angel up to Level 6, it often comes down to using the Combat Pit with excessive micromanagement and a heavy drain on mana with the Heal Spell. Otherwise, it simply requires a steady supply of carefully managed combat to eventually get the Dark Angel up to higher levels.
Though Dark Angels don't ask for too much in terms of Gold and other needs, they still possess quite the ego and have low tolerance for things such as being held or slapped. Dark Angels are also sufficient researchers, and will happily read away if given the chance. However, it is probably best for them to remain in the Training Room while other Creatures handle any research. A direct order is necessary to get such done as Dark Angels don't often visit the Training Room on their own, much preferring the quietness of the Library or the calmness of the Temple. After completing all the necessary tasks, Dark Angels can remain in the Temple where they generate large sums of mana from praying.
Horned Reaper
Health Points: 800
Damage Per Second: 56
Raw Attack Damage: 336
Melee Recharge Time: 6.0
Walking Speed: 0.6
Running Speed: 1.5
Max Stun Duration: 2
Level 4: Inferno (personal spell)
Level 6: Flame
Payday: 630
Research Rate: -
Workshop Rate: -
Mana from Prayer: 5
Training Rate: 30
Combat Rate: 175
Attraction: Graveyard (1)
Description:
Horned Reapers are such drama queens. Get them the wrong colored chair, forget their anniversary, or mess up their hair and boom, Inferno. Every. Freaking. Where. All that micromanaging they 'require' is just a cry for attention. They clearly feel unloved.
Horned Reapers are perhaps the most gimmicky unit in the entire patch. They act as powerful heavy hitters on the Creature Side, and yet they're so much more than that. With Inferno, Horned Reapers also provide powerful area of effect damage, but at a heavy price. For all of its might, the spell can harm allies just as much as enemies, thus creating a need to micromanage Reapers in battle. Only those who can walk on lava naturally, such as Giants, Salamanders, and of course the Reapers themselves, are immune to this fiery blaze.
Aside from a Horned Reaper's trademark Inferno, Reapers can take down enemies through a quick burst damage. Out of all the normal units, Reapers possess the second highest raw damage value, bested only by the Giant. Flame also provides a sufficient burst of ranged damage and can act as a potential combo ability as it also stuns the target. The Reaper can rush towards the stunned target and then double his already incredible damage. This combo is only truly effective against heavy units who are vulnerable to stunning, however, Lightning or Keeper Thunderbolt can also be used for the same effect.
Horned Reapers are difficult to use, to say the least. Reapers can perform well against any small groups of enemies who lack the burst to take the Reaper out, as Inferno will simply roast them all. But in larger scale battles, it can be difficult to manage Reapers. Any army needs support, and the Reaper can kill his own, as well as any allies around him. At the same time, Reapers are also burning their enemies alive with that very same fire. The best way to utilize a Horned Reaper is to build an army around him. Durability is a necessary trait to resist Inferno, so Bile Demons and Dark Elves work well. Salamanders can also do wonders with a Horned Reaper due to their immunity to Inferno.
When encountering Horned Reapers as enemies, it is best to either emphasize durability with appropriate support or burst damage with stun support. Durability is good against Reapers for the same reason it's good with Reapers, in that it can help resist Inferno. However, even that is merely a partial solution. Horned Reapers possess such incredible damage output that they'll often have little to no difficulty tearing down any defensive unit with melee combat. That is why proper support is necessary to back any durability, as they work towards actually taking out enemy Reapers. Reapers also aren't the strongest, defensively, which is why a quick burst of damage is also a viable solution. As Heavy Hitters, Reapers are especially vulnerable to stunning as it can cancel out their melee attacks and force them to wait another six seconds before they can attack again.
Horned Reapers probably shine in the mid game more than anything, as that's right when they obtain Inferno and before their enemies gain the durability they need to withstand it. However, this also works against Reapers in the same way as they're more dangerous to allies. If allied with Salamanders and other Reapers, however, then the mid game is easily their strongest point in the game. Reapers are still pretty strong in the late game They're also pretty strong in the late game and decent enough in the early game. In the late game, they have their heavy burst of melee damage to carry them through, with a stun from Flame as a bonus. Inferno will also always be relevant, unless there are very high level Bile Demons or other units that emphasize raw Health.
Dungeon management with a Reaper is no better than the management they require in battle. They don't ask for much in gold, but certainly ask for a lot with management. Possessing no skills anywhere outside of combat, the Reaper can do nothing but train. It sounds simple, except for the fact that once they reach Level 4, they like to 'mark their territory' by casting it all over the Training Room, injuring other Creatures. Past Level 4, it is best to put them in the Pit. But that also requires micromanagement, as anyone outside of the Pit will likely get burned by Inferno. After all that, their occasional complaints about not having enough food or something is not that big of a deal by comparison.Creatures (support)
Support Creatures
Warlock
Health Points: 250
Damage Per Second: 5
Raw Attack Damage: 20
Melee Recharge Time: 4.0
Walking Speed: 0.5
Running Speed: 0.65
Max Stun Duration: 1
Level 1: Fireball
Level 3: Heal
Level 6: Hailstorm
Payday: 725
Research Rate: 10
Workshop Rate: -
Mana from Prayer: 100
Training Rate: 60
Combat Rate: 200
Attraction: Library (3)
Description:
Remember this guy? No? He's the cousin to that other thing, the one that was in the Workshop, except he was in the Library reading books, rather than crafting useless things all his life... Still no?
Warlocks offer well rounded support, being the strongest in the early and mid game but still remaining useful even in the late game due to their possession of spells unique to them on the Creature side. Warlocks are still known as the primary researchers for any dungeon, even with the increased number of substitute researchers. All of the their abilities stack very efficiently, causing Warlocks to also synergize well with numbers. With powerful control capabilities, Warlocks shouldn't be underestimated.
Fireball is very strong in the early game due to its burst capability, which is one reason why Warlocks have good early game. Its higher attack value allows it to still remain useful even in the mid and late game, especially if combined with Lightning for a stun. Hailstorm offers some good crowd control and also can be used as a nice finisher to any injured enemies attempting to flee the battle. It's especially powerful in bottleneck situations where enemies are crunched together. The ability to Heal in addition is a nice bonus that compliments well with durable units. Both Heal and Hailstorm are designed to be weaker in effect in trade for a lower recharge time, which allows them to be used efficiently in large numbers as both spells can be cast frequently without overcommitting.
Warlocks will naturally go to the Library when entering the dungeon. Unless told otherwise, they'll remain there until research is complete. Afterwards, they can be placed in the Temple to generate extra Mana. Warlocks train fast enough that even if they remain in the Library for an extended period of time, they can still catch up fairly easily. Ultimately, they only need to reach Level 6 before they unlock most of their potential, as their low base Health makes it difficult for them to gain durability in levels past that. With Fireball, even without levels, they're still pretty decent in the mid game if it ever comes down to that.
Mistress
Health Points: 425
Damage Per Second: 17
Raw Attack Damage: 34
Melee Recharge Time: 2.0
Walking Speed: 0.7
Running Speed: 1.75
Max Stun Duration: 0
Level 3: Lightning
Level 6: Lightning
Level 7: Chicken
Payday: 1420
Research Rate: 2
Workshop Rate: -
Mana from Prayer: 10
Training Rate: 50
Combat Rate: 175
Attraction: Torture Chamber (1)
Description:
Do not confuse her with the Dark Mistress. Dark Mistresses have twisted, lustful desires. They like to be whipped, slapped, and beaten. Some argue that they're actually suicidal and love the thrill of being close to death, but at the same time they're trying to please the master they wish to serve, creating a messy inner confliction of desires. The Mistress, on the other hand... well, let's just say she's only willing to do all that and more if you pay her on time.
The Mistress is a strong utility type unit. As a support unit, she specializes in disabling, primarily in the form of stunning. The Lightning spell is not to be confused for its counterpart, Thunder. Lightning deals admittedly pitiful damage but instead has a significantly shorter recharge time, making it ideal for stunning. With two copies of the spell, the Mistress has no difficulty keeping an opponent down. The added double damage on said stunned unit is a nice bonus to go along with. The Chicken Spell is an effective way to take a tougher enemy out of play for a time. It also synchronizes well with Lightning as chickened units do not actually stand up after being stunned until they recover from the chicken debuff. Notably, Mistresses are not good to have in large numbers as their abilities don't stack very well and they have very poor direct crowd control, on top of costing a fortune.
Mistresses struggle in the early game, as a single Lightning spell isn't very effective at keeping enemies down. In the early game, the biggest thing to worry about involves rush type units. Rush units aren't vulnerable to stunning, which further proves the problem of a single Lightning spell. Warlocks and Dark Elves are both far more effective in such situations. Mistresses become much better in the mid game when they receive their second Lightning spell and perhaps Chicken in addition. Ultimately, how well they fare in the mid and late game depends on all the units around them, as Mistresses only ever deal indirect damage.
Mistresses can work well with a variety of units. Their ability to effectively disable enemies allows even smaller units such as Goblins to take down tougher enemies like Bile Demons or Knights. Smaller units also tend to be cheaper, which helps balance out the Mistress' Pay. Mistresses also synergize well with burst type units as they can effectively double the already high damage of a burst unit. The units they actually tend to struggle with are those who stand as a balance between quick and heavy hitters. Stunning works well with both hitting fast and hitting hard, but in different ways. Being the lesser of the two extremes, there isn't much left to gain from stunning, which is why the Mistress fails to support more 'average' units.
Upon arriving in the dungeon, Mistresses will first head to the Training Room. Sometimes, they'll put on a show in the Torture Chamber, but their visits aren't nearly as frequent as before. Instead, they enjoy gambling away in the Casino, certainly proving their own lust for wealth. They know a cheater when they see one, and are likely to be the first to spot a rigged Casino. Outside of their normal routines, Mistresses can perform some extra research work, if it is at all necessary. Upon reaching Level 3, a pair of Mistresses will train very well with each other in the Combat Pit. Take that as you will.
Dark Elf
Health Points: 700
Damage Per Second: 10
Raw Attack Damage: 50
Melee Recharge Time: 5.0
Walking Speed: 0.6
Running Speed: 1.3
Max Stun Duration: 1
Level 1: Bolt (personal spell)
Level 5: Guided Bolt (personal spell)
Level 8: Knives
Payday: 560
Research Rate: 3
Workshop Rate: 8
Mana from Prayer: -
Training Rate: 45
Combat Rate: 125
Attraction: Guard Room (2)
Description:
Dark Elves are the only women in the dungeon that aren't either crazily in love with pain or crazily in love with what's in your wallet. Or just crazy in general. When the dungeon is full of big nosed Trolls, fire breathing lizards with terrible breath, Bile Demons, and more, most Creatures tend to not really care about how she looks. Yet, still most Creatures dare not ask a Dark Elf out. Dark Elves have a bad reputation of just shooting everything down, just like what happened with their hair. It really is a sad day to be a Creature. The Heroes have it so much better.
Dark Elves are great for dealing direct damage, especially in the form of mini bursts. They are skilled at, quite literally, shooting down even the toughest of enemies. Dark Elves are the power units of the support, but their weakness is that, for all their damage, they're limited to single target foes only. Still, Dark Elves are very powerful support units and they certainly shouldn't be overlooked. They're best in the late game where they have three abilities, with one of them being the powerful Knives spell, but they're still quite useful in both the early and mid game with a Normal and Guided Bolt.
Ironically, Dark Elves don't have that high of an attack range, but this actually works to be an advantage. This puts Dark Elves in front of other, weaker support units, giving her a secondary use as being a support tank, in a sense. For a ranged unit, they have a lot of Health and can act as a secondary wall of blockers to protect other support units. This is also what makes Dark Elves ideal in the late game, as all that Health will start adding up. The unfortunate drawback to their durability is that Dark Elves are rather slow moving and suffer from stun vulnerability.
Dark Elves don't ask for much in the dungeon. They're very loyal and tolerant, always willing to serve in the name of evil. They can perform quite exceptionally in both the Library and the Workshop when needed. If left to their own devices, they'll most likely head over to the Guard Room, or the Training Room if the former isn't possible. They're rather slow at training, however, which is why they struggle to keep up with other units and may be a bit slow to reaching their mid game capabilities. Notably, Dark Elves will actually refuse to pray. To them, it is like an act of betrayal to look up to any other powerful being beyond their own Dungeon Keeper.
Vampire
Health Points: 500
Damage Per Second: 22
Raw Attack Damage: 132
Melee Recharge Time: 6.0
Walking Speed: 0.6
Running Speed: 1.3
Max Stun Duration: 1
Level 2: Drain (personal spell)
Level 8: Freeze
Level 9: Chicken
Payday: 1260
Research Rate: 12
Workshop Rate: -
Mana from Prayer: -5000
Training Rate: 50
Combat Rate: 100
Attraction: Graveyard (1)
Description:
Contrary to popular belief, Vampires actually love the Dark Gods very much. They've become so powerful that they are actually becoming closer and closer to being a true Immortal, where they will be essentially on par with the Dark Gods, except for the fact that they'd be 'living' in the physical world. The two entities are becoming more understanding of each other and are working together in the name of evil. Or were... Until a little dispute occurred over who was to own the Heroes after the Sunlit Kingdom was completely conquered. The Vampires wanted their life blood, but the Dark Gods wanted them alive to be able to toy with them and make them suffer. There was some name calling, some backhanding, and now the Dark Gods never want to see them again. Hence, you should never send a Vampire to the Temple. It really angers them both.
Vampires are interesting units indeed. In the early and mid game, they are support units for your army, dealing direct and absolute damage that cannot be negated by Invulnerability. In the late game, your army is their support, helping him stun, debuff, or distract enemies while he deals the main source of damage and destroys anything he sets his eyes on.
Vampires revolve almost entirely around the Drain spell, which is not only unique to them but also unique in function. Not only does it, as mentioned prior, negate Invulnerability and restore Health to the castor, as the name would suggestion, but it is actually the only spell in the entire game that gets directly stronger as the Vampire levels up. It deals damage equal to 20% of a Vampire's max Health, which is why it gets stronger.
What makes Vampires so powerful in the late game isn't the simple fact that Drain becomes stronger. It's the fact that Drain restores Health based on the damage it deals, making it more difficult to kill a Vampire, and it also bypasses Invulnerability, which is the usual counter to single target direct damage. This effectively allows Vampires to counter any tank, as durable units tent to lack the damage output to outdo a Vampire's healing and there is nothing that can be done to stop the damage nor the healing.
In the late game, Vampires also gain both Chicken and Freeze, both of which are very useful disabler spells and can help them take down a blitzer unit attempting to charge straight for them. Chicken is a very powerful disabler, but some units negate the spell and it has a lengthy recharge time regardless. Freeze makes up for any of Chicken's shortcomings, being both unblockable and faster to cast. To further a Vampire's late game power, they can still resurrect to have vengeance if someone does actually manage to kill them.
When it comes to dealing with a Vampire, options are limited. It is best to deal with Vampires before they level out of control, while they're still weak support units. It isn't too difficult to burst them down, especially as they're usually behind in levels compared to other units due to them arriving late and training slowly. Even if Vampires do reach higher levels, they aren't as absurd against other very late game units. Bile Demons are the best for at least tanking the damage they deal. Giants and Reapers can also counter Vampires rather effectively if they get a chance to land a hit, as they have so much burst damage that they can nearly one-shot a Vampire on the same level. They can guarantee a kill if the Vampire is stunned during the attack.
Outside of late game carry type units, Vampires make pretty decent mid game support units. They act like an alternative to the Dark Elf, being able to negate invulnerability to make up for any loss in damage and can resurrect to compensate for their lower Health. When in the late game, they still lean a little more on the support side, but definitely make a powerful impact regardless. It isn't until the very late game that Vampires can show their true power. Vampires usually take a while to be obtained fairly, then take another while to train, which is why it can take so long to get them going, but also why they're so powerful when they finally do start rolling.
There's not much for a Vampire to do in the dungeon. Despite being better than Warlocks, Vampires often arrive too late to be of service when it comes to researching. Their time is better spent in the Training Room or Combat Pit, regardless of whether they're intended to be used as support or powerful late game carry type units. They have no other talent outside of the Library and they certainly should stay as far away from the Temple as possible. This leaves the Vampire in an awkward spot in the dungeon where, once trained, there's nothing for him to do except roam, collect his high pay, and occasionally complain about how someone mixed up his glass of blood with wine.Heroes (melee)
Melee Heroes
Dwarf
Health Points: 500
Damage Per Second: 16
Raw Attack Damage: 32
Melee Recharge Time: 2.0
Walking Speed: 0.6
Running Speed: 1.2
Max Stun Duration: 1
Payday: -
Research Rate: -
Workshop Rate: -
Mana from Prayer: -
Training Rate: 14 (from working tasks)
Combat Rate: 350
Attraction: -
Description:
Dwarves are perhaps the most dangerous of all Heroes, and can easily deal boatloads of indirect damage. Seriously. Just think about it. If there were no Dwarves, how would the Heroes even be able to reach you?
Dwarves are naturally the counterpart to the Imp, trading off most of their movement speed for the ability to somewhat fight. They're still the lowest of any combat Hero. Though they're relatively about the same as in the vanilla, they've technically been nerfed as they mine only half as fast as before. They're quite easy to convert as always, and though a Dwarven Army isn't as dangerous as it could have been before, they're still very useful in tearing down enemy walls so the real army can fight without fear of a bottleneck situation.
Guard
Health Points: 1100
Damage Per Second: 28
Raw Attack Damage: 84
Melee Recharge Time: 3.0
Walking Speed: 0.7
Running Speed: 1.4
Max Stun Duration: 1
Level 5: Heal
Level 7: Other Invulnerable
Payday: 960
Research Rate: -
Workshop Rate: 60
Mana from Prayer: 20
Training Rate: 55
Combat Rate: 250
Attraction: Workshop (3)
Description:
Guards lack the nobility of birth to be Knights, even if there are many Guards who prove themselves to be braver and more loyal than Knights. Then there's the Royal Guards, who used to be normal Guards but, through a series of good favors for the Knights, managed to get knocked up in ranking. That leaves the Guard in a pretty weak spot, being treated as nothing more than a common, disposable grunt. But other than that, they don't have a lot to complain about. The Pay is nice.
Guards are sort of like the Salamanders for the Heroes, in the sense that they're a jack-of-all-trades type of unit. Though Guards are much stronger than Salamanders, at least in terms of normal Melee capabilities, that's only because the standard for Heroes is higher. The Guard is the kind of unit that is good throughout the entire game. He has solid enough stats that there's never a bad time for him to be in battle. In the later game where some units come out on top through use of some cool ability, Guards gain access to friendly buffs, which actually works wonders, especially in numbers. This turns the Guard into a sort of supportive melee unit, yet still leaves him capable to do the fighting directly.
While in the dungeon, Guards will normally head to the Workshop if there's anything that needs manufacturing when they're checking their to-do list. They're quite happy to help out, and are sufficient enough in the Workshop to get the job done. Afterwards, they'll patrol any Guard Room that has been set up, always alert in the case that someone should try to sneak past them. They don't complain about working hours or much in general, seeming quite contempt with their current lifestyles.
Royal Guard
Health Points: 950
Damage Per Second: 24
Raw Attack Damage: 132
Melee Recharge Time: 5.5
Walking Speed: 0.5
Running Speed: 0.9
Max Stun Duration: 2
Level 6: Great Heal
Level 8: Great Invulnerable
Payday: 1350
Research Rate: -
Workshop Rate: -
Mana from Prayer: 25
Training Rate: 40
Combat Rate: 175
Attraction: Guard Room (9)
Description:
What's the difference between a Guard and a Royal Guard? The gender, of course! Royal Guards are also far more loyal and daring than almost any other Hero, yet the Knights always seem to collect the fame and glory when the day is done. It's a wonder why that fact never seems to get to them. Shyness, preventing them from desiring such attention? No Lord seems to really know what motivates these women, as they're always there, willing to serve, and so tolerant of everything. Just don't call her fat, they tend to be rather self-conscious about their weight.
Royal Guards serve as an interesting alternative to the normal Guard. There's a number of rather significant differences between the two of them. As far as raw stats are concerned, Royal Guards are surprisingly the inferior, having less Health and a lower DPS, in addition to being notably slower and more vulnerable to stunning. But that is about where their battle weaknesses stop.
Royal Guards have much stronger support spells, even if they're gained a level later. Great Heal and Great Invulnerable are the superior to normal Heal and Other Invulnerable in essentially every way. This gives the Royal Guard much stronger late game as a melee support unit, compared to the Guard. Additionally, even if a Royal Guard's DPS is actually lower, the fact that they lean more towards heavy hitting allows for them to deal better burst damage, which can easily be advantageous if comboed with a well timed stun.
Royal Guards aren't so bad in the early game either, before they get their spells. They have an added bonus of regaining Health while on their own land, strengthening them defensively. The mid game is where Royal Guards suffer the most, as this is before they get their spells, or at least both of their spells, and after opponents level to a point where the Royal Guard's self healing is more or less irrelevant.
While in the dungeon, Royal Guards aren't as useful as normal Guards as they lack the ability to manufacture. However, they will often prove their loyalty, tolerance, and devotion to be second to none. They go longer than any other unit without food or sleep, aside from of course the undead and Stone Knights, and will almost always be seen in the Guard Room, even if they're a bit unhappy about their current situation. They dislike to drink, out of fear that it'll effect their ability to work or perhaps that they'll do something rather embarrassing if they had too much.
Knight
Health Points: 1500
Damage Per Second: 34
Raw Attack Damage: 153
Melee Recharge Time: 4.5
Walking Speed: 0.6
Running Speed: 1.1
Max Stun Duration: 2
Level 7: Heal
Payday: 1500
Research Rate: -
Workshop Rate: 12
Mana from Prayer: 20
Training Rate: 45
Combat Rate: 225
Attraction: Combat Pit (1)
Description:
**
Knights, like Guards, are very well rounded fighters. Knights serve as frontline fighters, trading in support spells for raw stats. They have enough Health to be able to tank, while possessing great strength to return any damage they take. Knights can solo just about any melee unit quite well, with their only real weakness being their stun time and limited variety of fighting. If trained well, Knights can strengthen the frontlines with a little bit of Healing. They're quite good throughout the entire game, never outdoing themselves at any specific point, in a direct sense.
Life of a Knight is simple while within the dungeon. They often spend their time training, never desiring to fall behind in strength. Once they've honed their skill, they'll usually patrol around in the Guard Room or visit the Workshop to try their hand at crafting. They're paid quite highly, acknowledged for their high rank, but their nobility sometimes gets the better of them as they complain about some of the more trivial things, such as food. If ever unhappy, they'll try to drink away their woes in the Casino.
Stone Knight
Health Points: 4000
Damage Per Second: 20
Raw Attack Damage: 120
Melee Recharge Time: 6.0
Walking Speed: 0.4
Running Speed: 0.6
Max Stun Duration:
Level 8: Self Invulnerable
Payday: 1750
Research Rate: -
Workshop Rate: 150
Mana from Prayer: -
Training Rate: 30
Combat Rate: 125
Attraction: Workshop (15)
Description:
The legendary Stone Knights, Bez and Vegan, may be dead, but as it so turns out, King Reginald has a lot of Stone Knights. According to rumor, he has a hidden, Chinese factory somewhere in Butterscotch where they're manufacturing an army of them, lower quality of course. They just can't seem to get that perfect Immortality thing right. But then again, they could never get it right to begin with.
The Stone Knight, like the normal Knight, has poured all of his resources into stats. Except, the Stone Knight doesn't actually care too much about damage. Rather, he emphasizes completely raw Health. The Stone Knight is basically the Bile Demon of the Heroes, being able to tank for more than mere days. With such powerful support units on the Hero Side, having a wall of stone to block all incoming damage is incredibly useful, especially if there are Monks as it's practically impossible to 'overkill' with a mass casting of Great Heal on a fully trained Stone Knight.
The Stone Knight is a mostly late game unit, with some decent mid game but somewhat poor early game. There's nothing wrong with the Stone Knight, personally, as he quite literally has the Health of a boss. Rather, the problem comes from the fact that the Stone Knight relies on support to be truly effective. As the grand protector of support units, the Stone Knight is only useful if there is something worth protecting. In the early game, there is really only the Elven Archer, but they're better in rush armies with Mercenaries, and the Stone Knight is not much of a rush unit. The Monk and Wizard become more useful when approaching mid game, but it is the late game where all of the Hero support units are truly powerful. Not to mention, once in the late game, the Stone Knight has a seemingly infinite amount of Health to spare from all the leveling.
The Stone Knight's personal weaknesses come from his vulnerability to stunning, in addition to the fact that he doesn't deal that much damage. The real problem with stunning is the fact that they take double damage, allowing for blitzers or heavy hitters to really knock away that Health. This is why Skeletons are very much the hard counter to Stone Knights, unless there's some competent support to back said Stone Knights and deal with the Skeletons. While Stone Knights have insane Health, it is important to not take it for granted. They leave behind no body, and cannot be recovered when that final pedal falls.
If left without orders, the Stone Knight will wander aimlessly throughout the dungeon until something needs manufacturing, where they're all too eager to show off their legendary talent in the Workshop. They train slow, which is one of the reasons why they have bad early game, so it's best to utilize the Combat Pit when trying to level them up, just don't forget about them as they might accidentally die. Stone Knights do not often complain, but they do require a high payday in order to continue funding the production of their brethren. Being made from Stone and Magic, they possess no soul and cannot pray to the Gods.
imageTemplar
Health Points: 1750
Damage Per Second: 21
Raw Attack Damage: 105
Melee Recharge Time: 5.0
Walking Speed: 0.5
Running Speed: 1.1
Max Stun Duration: 2
Level 4: Self Invulnerable
Level 7: Flame
Level 9: Light (personal spell)
Payday: 1400
Research Rate: 7
Workshop Rate: -
Mana from Prayer: 200
Training Rate: 35
Combat Rate: 125
Attraction: Temple (12)
Description:
There is no greater tease than the Templar. It is said that beneath all that armor, Templars have figures of pure beauty. They are female warriors who have been personally sent forth by the Gods themselves to protect the Hero name and banish all evil with their supreme power of Holy Magic. They are angels taken physical form, the woman every Knight dreams of meeting. But you cannot marry them. They're so totally religious that they believe forming such personal bonds with a physical entity of the world will limit them spiritually. They also practice abstinence so tough luck.
Templars are angelic warriors of light, using powerful Holy Magic to enhance their abilities. So magically they strong, that they can negate the common debuff, Chicken. They have fairly poor early game, where they have barely begun to hone their magical abilities within their physical body. Their mid game is sufficient, allowing them to be capable of doing what they should be doing, which is tanking primarily. However, come late game, Templars will show their true power as a warrior of the Light with the literal spell, Light.
At first, Templars function somewhat like Black Knights, except a bit worse in ways and better in others. Their Health is good, but it isn't quite enough to make up for how low their damage output is. Templars need to get to Level 4 in order to properly function with Invulnerability. With or without that, Templars do have on saving grace in the early game, which is that they have fairly high regeneration while on their own land. Still, Templars are only average until they get to Level 7. Flame is quite useful for solely the stun effect, as the Hero Side is quite lacking when it comes to disabling. With two more Levels, the Templar reaches Level 9 and becomes truly all-powerful. The Light Spell is incredibly damaging and with relatively short recharge time, to add. At that point, the Templar becomes a tank with raw Health from leveling in addition to the bonus of Invulnerability, and a powerful damage dealer with the Light spell. That is when she becomes truly devastating.
Aside from an attempt to exploit her vulnerability to stunning, there isn't much that can be done to beat a fully trained Templar. She could be bursted down, perhaps stun locked before she can get her spells off, but such strategies don't really take into account that she is often not alone and will have others to protect her, if necessary. The Templar is the very definition of a late game unit, so going into the late game against her is quite bad. The best defense against a Templar is, quite frankly, a powerful offense in the early or mid game, as she trains too slow and lacks the abilities and stats to be as good, early on.
While in the dungeon, Templars will either head to the Library for research or the Temple to pray. Though perhaps not the best researchers on the Hero Side, Templars can research well enough to get the job done. As for praying, they, naturally, earn a lot of good favor whenever they visit the Temple. The Temple is the Templar's favorite place to be when on her own time, and is also the place where she seeks refuge if upset. Templars are normally quite kind, as it is in their nature, but they should never be touched inappropriately through a slap or a lengthy period of holding. They have very low tolerance for such behavior.
Mercenary
Health Points: 700
Damage Per Second: 40
Raw Attack Damage: 100
Melee Recharge Time: 2.5
Walking Speed: 0.8
Running Speed: 1.95
Max Stun Duration: 1
Level 3: Arrow
Level 8: Self Invulnerable
Level 9: Knives
Payday: 2000
Research Rate: -
Workshop Rate: 40
Mana from Prayer: 15
Training Rate: 70
Combat Rate: 200
Attraction: Treasury (1)
Description:
He's not a Thief, see? He's a Mercenary. Don't get them confused for one another. They may both rip you off every Payday, but there's still a very big difference between the two. Thieves suck. Mercenaries can actually get the job done.
Mercenaries are aggressive units who are primarily used in rush armies. They have very powerful early game, stronger than any other melee Hero. They utilize the Elven Archer's Arrow spell, except gaining it two levels lower. With the speed at which they train, this is definitely earlier than what most units are able to deal with for a Level 2 Damage Spell. This gives Mercenaries a very powerful burst in damage during the early game, which can be used to easily take down most enemies before they can even properly respond. They work well with Elves as their support in such rush strategies.
Outside of early game, Mercenaries have fairly poor mid game but rather good late game. In the mid game, Mercenaries gain nothing new as their early Arrow spell is slowly outclassed. Additionally, Mercenaries start to become outclassed by Samurai, who have better base stats and first gain their spells in the mid game. Their high Pay also takes a toll. However, once in the late game, Mercenaries prove themselves useful once more. Self Invulnerable is unique to the Mercenary, in that they're the only blitzer type unit with some kind of protection when charging into battle. Obtaining Knives is also rather important, as it essentially replaces Arrow and renews the Mercenary's burst of damage.
With the exception of their Pay, Mercenaries are fairly easy to take care of. They are ready to be put to work, either in combat or in the Workshop. Training faster than every Hero save for the Elven Archer, the Mercenary can be used to take care of any problems, such as taking out an annoying Trap, harassing enemy forces, or dealing with a small party of pesky invaders, while other units are kept busy. A Mercenary's strong early game can also be useful in repressing early aggression while other, more late game units, are given a chance to train up.
Giant
Health Points: 750
Damage Per Second: 67
Raw Attack Damage: 402
Melee Recharge Time: 6.0
Walking Speed: 0.4
Running Speed: 0.4
Max Stun Duration: 2
Level 3: Greater Bash (personal spell)
Payday: 420
Research Rate: -
Workshop Rate: -
Mana from Prayer: 20
Training Rate: 45
Combat Rate: 225
Attraction: Hatchery (20)
Description:
Giants hit hard. Like, really hard. Oh, but don't worry. It's all just in good fun. He's only fooling around. He doesn't really get the whole 'war' thing. Now, if he got angry... on the other hand...
The Giant is the very definition of the term 'Heavy Hitter'. He has very high DPS, and puts it all in one big swing of damage. It isn't uncommon to see the Giant one-shot a unit, especially a support unit. Now, if they're stunned, and that burst of damage is doubled, they're probably just flat out dead. But for all that damage, Giants can't actually take too much themselves. Giants can get killed easily in the frontlines, so they need to be used with care. If kept alive for too long, Giants are guaranteed to deal serious damage to any army. Their Greater Bash deals no damage, but acts as a stun ability, which is useful support. A Giant's real weakness is his unbearably slow movement speed. This does give ranged units an upper hand against him.
Giants are pure fighters, but that's because they're too dumb to be able to do anything else. Researching and manufacturing is completely out of the question. They can't even Guard properly as they don't have the capability to really foresee an enemy coming, or comprehend why it's a bad thing. They just get bored and leave. Mostly, Giants will just train when they're happy, and sulk when they're not. They hardly ever complain, unless slapped or tortured of course, and actually enjoy being held. For them, it's a really fun experience. Just don't drop them in the Casino. The last thing anyone needs is a drunk Giant to deal with.
imageSamurai
Health Points: 800
Damage Per Second: 47
Raw Attack Damage: 94
Melee Recharge Time: 2.0
Walking Speed: 0.8
Running Speed: 2.1
Max Stun Duration: 0
Level 5: Thunder
Level 7: Freeze
Payday: 1200
Research Rate: -
Workshop Rate: -
Mana from Prayer: 100
Training Rate: 40
Combat Rate: 175
Attraction: Training Room (3)
Description:
"There is no honor in this battle. There is no honor in this war, and there is no honor in this game. Therefore, there is no honor in my life, here. I'd rather die than be apart of any of it! Sudoku!" -Samurai, during the beta testing of DKII. When he heard I was making a patch, he decided to come back to give it a second look.
Samurai are strong, blitzer type units. They're weak in the early game, but powerful in the mid and late game, mostly the former. They are the finest quick hitters on the Hero Side, with a useful combo of disablers to always remain relevant. Disablers are rare on the Hero Side, and all other Heroes who have a disabling spell or ability are limited to one, but not the Samurai.
Additionally, Freeze is an interesting counterpart to Chicken. It may not keep a unit down for as long, but with a faster recharge time, the spell matches the Samurai's style in doing just enough to get the job done without overextending and thus allowing him to quickly move onto the next unit. The upside of Freeze is that it is unblockable, but the downside is that it cancels out stuns, preventing a unit from taking double damage.
Samurai devote their life to fighting, spending hours in the Training Room when they can. They are almost obsessed with perfecting the swing of their blade. Samurai are noble in nature, fighting for both honor and their beliefs. When dark thoughts cloud their mind, they meditate in the Temple until their heads become clear. They tend to keep their troubles to themselves, not wishing to bother a higher authority with matters so petty.
imageBlade Master
Health Points: 1250
Damage Per Second: 29
Raw Attack Damage: 116
Melee Recharge Time: 4.0
Walking Speed: 0.7
Running Speed: 1.6
Max Stun Duration: 1
Level 4: Cleave (personal spell)
Level 9: Blade Flurry (personal spell)
Payday: 1300
Research Rate: -
Workshop Rate: 20
Mana from Prayer: 20
Training Rate: 50
Combat Rate: 175
Attraction: Casino (3)
Description:
If you see a silver blur that looks like a cylinder with a spinning ring around it and you hear a man screaming at the top of his lungs, you might want to step back. It's most likely a Level 9+ Blade Master and he's practicing Blade Flurry. Being a Blade Master is no easy task. There's always someone who thinks they're better than you, thinks they have a chance at besting you. They challenge you, and then you have to show them up. After all, you have a name and reputation to protect. Then everyone thinks you're a jackass for crushing their spirit. It's a pretty tough life.
The Blade Master specializes in area of effect damage, utilizing both Cleave and Blade Flurry to accomplish such. Both abilities deal damage to all enemies around the Blade Master, with Blade Flurry being a little more gimmicky. Blade Flurry's damage varies a bit based on the distance between the enemy and the Blade Master. Notably, Cleave and Blade Flurry also have damage and recharge values that are actually multiples of the Blade Master's normal melee attacks.
The Blade Master is effective in both the early and the late game. In the early game, he gets Cleave, which is quite powerful at that point. As the mid game moves along, Cleave starts to weaken a bit, but still manages to remain relevant and make an impact on battles. Once in the late game, Blade Flurry completely replaces Cleave and becomes the Blade Master's new super move. With both these techniques, the Blade Master is the answer to any aggressive and especially any rush army. The low health of a blitzer allows the Blade Master to easily cut them down as numbers mean nothing to them. The only answer to a Blade Master is durability, as tougher units can shrug off his fancy swinging of the blade.
Outside of his sword techniques, the Blade Master deals moderate damage to all enemies and has enough Health to be able to lead a charge. He goes for an interesting balance as far as heavy hitting or quick hitting is concerned, possessing an average mixture of a four second recharge time. This actually puts him in an awkward position with normal melee combat, as he cannot gain any benefits that normally come with quick / heavy hitting.
While in the dungeon, Blade Masters will spend a little bit of time practicing in the Training Room, to make sure they're still in good shape. Once they're confident of their ability, they do what any weapon master does, which is head straight for the Casino. They very much enjoy a moment in the Casino, being away from the battlefield and away from their nagging wife. If needed, Blade Masters can also be sent into the Workshop, a minor talent they picked up on after studying and crafting blades for years.
Heroes (support)
Support Heroes
Wizard
Health Points: 225
Damage Per Second: 1
Raw Attack Damage: 6
Melee Recharge Time: 6.0
Walking Speed: 0.4
Running Speed: 0.45
Max Stun Duration: 1
Level 1: Earth Blast (personal spell)
Level 5: Ice Missile (personal spell)
Level 10: Fire Storm (personal spell)
Payday: 1750
Research Rate: 15
Workshop Rate: -
Mana from Prayer: 100
Training Rate: 50
Combat Rate: 150
Attraction: Library (3)
Description:
**
Elven Archer
Health Points: 450
Damage Per Second: 7
Raw Attack Damage: 21
Melee Recharge Time: 3.0
Walking Speed: 0.8
Running Speed: 1.9
Max Stun Duration: 0
Level 1: Guided Arrow (personal spell)
Level 5: Arrow
Level 9: Chaos Charm (personal spell)
Payday: 750
Research Rate: 2
Workshop Rate: 20
Mana from Prayer: 30
Training Rate: 75
Combat Rate: 150
Attraction: Guard Room (2)
Description:
**
Monk
Health Points: 300
Damage Per Second: 14
Raw Attack Damage: 28
Melee Recharge Time: 2.0
Walking Speed: 0.7
Running Speed: 1.4
Max Stun Duration: 0
Level 2: Fireball
Level 4: Great Heal
Level 7: Great Invulnerable
Payday: 800
Research Rate: 8
Workshop Rate: -
Mana from Prayer: 200
Training Rate: 60
Combat Rate: 175
Attraction: Temple (1)
Description:
**
Fairy
Health Points: 175
Damage Per Second: 10
Raw Attack Damage: 25
Melee Recharge Time: 2.5
Walking Speed: 0.7
Running Speed: 1.65
Max Stun Duration: 0
Level 2: Hailstorm
Level 5: Thunder
Level 9: Chainfire (personal spell)
Payday: 910
Research Rate: 5
Workshop Rate: -
Mana from Prayer: 200
Training Rate: 50
Combat Rate: 200
Attraction: Hatchery (3)
Description:
**Heroes (boss)
Boss Heroes
Lord of the Land
Health Points: 4000
Damage Per Second: 80
Raw Attack Damage: 240
Melee Recharge Time: 3.0
Walking Speed: 0.7
Running Speed: 1.8
Max Stun Duration: 0
Level 5: Full Heal (personal spell)
Level 7: Blade Flurry
Level 9: Black Invulnerable
Payday: 15000
Research Rate: 2
Workshop Rate: 5
Mana from Prayer: 25
Training Rate: 30
Combat Rate: 125
Attraction: -
Description:
**
King Reginald
Health Points: ???
Damage Per Second: ???
Raw Attack Damage: ???
Melee Recharge Time: ???
Walking Speed: 0.4
Running Speed: ???
Max Stun Duration: 0
Level ?: ???
Level ?: ???
Level ?: ???
Payday: ???
Research Rate: ???
Workshop Rate: ???
Mana from Prayer: ???
Training Rate: ???
Combat Rate: ???
Attraction: -
Description:
**Creature Spells
Creature Spells
Level 1 Damage Spells
Spell Name DPS Attack Recharge Range Special Effect Spit Fire 20 120 6 5 - Fireball 28 224 8 5 - Bolt 32 192 6 4 - Guided Arrow 24 216 9 8 Seeks Target Lightning 3 27 9 3 Stun Flame 18 288 16 3 Stun Cleave 29 464 16 2 Area of Effect, 2 Radius Earth Blast 17 204 12 6 Stun, Half Negates Invulnerable
Level 2 Damage Spells
Spell Name DPS Attack Recharge Range Special Effect Arrow 28 448 16 8 - Guided Bolt 36 432 12 4 Seeks Target Meteor 35 525 15 5 - Hailstorm 48 Max 15*32 (480) 10 5 Area of Effect, 2 Range, Damage Ranges From Origin Drain - 20% 3 4 Drain (Damage based on Percentage of Max Health) Thunder 37 592 16 4 Stun Disruption 35 1750 50 6 - Ice Missile ~2.3 Per Target 5*14 (70) 30 6 Freezes for 5 Seconds, Damages All Enemies 1 Tile Around Target, 'Pierces' Targets and Strikes in a Line thus Stacking Damage
Level 3 Damage Spells
Spell Name DPS Attack Recharge Range Special Effect Knives 45 855 19 3 - Assassinate 44.8 3360 75 2 - Chainfire 11-175 140*15 (2100) 12 5 Hits 15x Max, More Hits if Remaining Still Inferno 32 Max 32*24 (768) 24 2 Inferno, 2 Range Darkness 43 2625 60 6 - Light 50-150 1000*3 (3000) 20 6 Hits 3x Max, More Hits if Remaining Still Fire Storm 42 Max 84+(42*32+42*16) (2100) 50 6 Stuns Target and Deals First Value (84) Damage, Then Has Hailstorm and Inferno Effects in a 3x3 Area Blade Flurry 116 Max 696*4 (2784) 24 2 Area of Effect, 3 Range, Hits 4x with the First 3 Being Damage Range from Origin and the Last Hit is Constant
Level 1 Status Spells
Spell Name DPS Attack Recharge Range Special Effect Heal 40 480 12 6 Heals Greater Bash - - 20 2 Stun
Level 2 Status Spells
Spell Name DPS Attack Recharge Range Special Effect Freeze 40% - 20 4 Freezes for 8 Seconds Self Invulnerable 22.8% - 35 1 Self Invulnerable for 9 Seconds Other Invulnerable 16.6% - 36 3 Invulnerable for 7 Seconds Self Invisibility 35.7% - 28 6 Self Invisible for 10 Seconds Teleport - - 1 - Teleport
Level 3 Status Spells
Spell Name DPS Attack Recharge Range Special Effect Chaos Charm 6.6% - 60 8 Turncoats for 4 Seconds Chicken 42.8% - 70 5 Chickens for 30 Seconds Great Heal 120 960 8 6 Heals Great Invulnerable 50% - 40 3 Invulnerable for 20 Seconds Black Invulnerable 50% - 32 1 Self Invulnerable for 16 Seconds Full Heal 1500 24000 10 6 Heals Rooms
Rooms
Dungeon Heart
Heart Max Health: 25000
Health Regeneration: 20 Per Second
Description:
**
Portal
Gold Cost Per Tile: -
Max Health Per Tile: 30000
Initial Health Per Tile: 10000
Health Regeneration: 100
Description:
**
Lair
Gold Cost Per Tile: 300
Max Health Per Tile: 7500
Initial Health Per Tile: 2500
Health Regeneration: 30
Description:
**
Hatchery
Gold Cost Per Tile: 350
Max Health Per Tile: 7500
Initial Health Per Tile: 2500
Health Regeneration: 30
Description:
**
Treasury
Gold Cost Per Tile: 150
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Training Room
Gold Cost Per Tile: 400
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Library
Gold Cost Per Tile: 700
Max Health Per Tile: 15000
Initial Health Per Tile: 5000
Health Regeneration: 100
Description:
**
Workshop
Gold Cost Per Tile: 600
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Casino
Gold Cost Per Tile: 800
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Guard Room
Gold Cost Per Tile: 500
Max Health Per Tile: 25000
Initial Health Per Tile: 5000
Health Regeneration: 100
Description:
**
Prison
Gold Cost Per Tile: 1000
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Torture Chamber
Gold Cost Per Tile: 2000
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Graveyard
Gold Cost Per Tile: 1250
Max Health Per Tile: 10000
Initial Health Per Tile: 3000
Health Regeneration: 50
Description:
**
Combat Pit
Gold Cost Per Tile: 2500
Max Health Per Tile: 20000
Initial Health Per Tile: 10000
Health Regeneration: 100
Description:
**
Temple
Gold Cost Per Tile: 2000
Max Health Per Tile: 20000
Initial Health Per Tile: 10000
Health Regeneration: 100
Description:
**
Wooden Bridge
Gold Cost Per Tile: 250
Max Health Per Tile: 2000
Initial Health Per Tile: 500
Health Regeneration: 30
Description:
**
Stone Bridge
Gold Cost Per Tile: 750
Max Health Per Tile: 7500
Initial Health Per Tile: 1500
Health Regeneration: 100
Description:
**
Hero Bridge
Gold Cost Per Tile: 1500
Max Health Per Tile: 10000
Initial Health Per Tile: 5000
Health Regeneration: 100
Description:
**Keeper Spells
Keeper Spells
Create Imp
Mana Cost: 1500 * (Imp Quantity + 1)
Recharge: -
Normal Effect: Creates a Level 1 Imp
Upgraded Effect: Creates a Level 3 Imp
Description:
There's nothing really changed about Create Imp, as it functions exactly as it does in the original. The creation of a Level 3 Imp instead of a Level 4 Imp isn't actually a downgrade, as Imps are noticably stronger, relatively speaking. Each Imp drains a Player's Mana by 7, so excessive Imps isn't the best idea as it limits usage of Traps and casting of Spells, especially in longer battles.
Thunderbolt
Mana Cost: 5000
Recharge: 6
Normal Effect: Deals 40 Lightning Damage
Upgraded Effect: Deals 80 Lightning Damage
Description:
**
Possession
Mana Cost: 15000
Recharge: -
Normal Effect: Possess an Ally Creature
Upgraded Effect: Possess an Ally Creature
Description:
**
Heal
Mana Cost: 7500
Recharge: 4
Normal Effect: Restores 650 Health
Upgraded Effect: Restores 1300 Health
Description:
**
Sight-of-Evil
Mana Cost: 8000
Recharge: -
Normal Effect: Reveals an Area of 5 Tiles
Upgraded Effect: Reveals an Area of 7 Tiles
Description:
**
Call-to-Arms
Mana Cost: 10000
Recharge: -
Normal Effect: Calls All Ally Creatures to a Specific Point
Upgraded Effect: Calls All Ally Creatures to a Specific Point
Description:
**
Tremor
Mana Cost: 50000
Recharge: 50
Normal Effect: Damages Reinforced Walls in a Small Radius
Upgraded Effect: Increased Damage Against Reinforced Walls in a Small Radius
Description:
**
Chicken
Mana Cost: 30000
Recharge: 40
Normal Effect: Chickens an Enemy for 13 Seconds
Upgraded Effect: Chickens an Enemy for 21 Seconds
Description:
**
Create Gold
Mana Cost: 15000
Recharge: 1
Normal Effect: Creates 1000 Gold
Upgraded Effect: Creates 2000 Gold
Description:
**
Inferno
Mana Cost: 125000
Recharge: 90
Normal Effect: Deals 60 * 24 Inferno Damage Over a 2 Tile Radius
Upgraded Effect: Deals 90 * 24 Inferno Damage Over a 2 Tile Radius
Description:
**
Invulnerable
Mana Cost: 20000
Recharge: 22
Normal Effect: Grants an Ally Immunity to All but Lightning, Inferno, and Drain Type Damage for 10 Seconds
Upgraded Effect: Grants an Ally Immunity to All but Lightning, Inferno, and Drain Type Damage for 15 Seconds
Description:
**Doors
Doors
Wooden Door
Health Points: 200
Regeneration: 5
Gold Cost: 50
Description:
The Wooden Door is used purely for management purposes. They're cheap, ideal for controlling the movement of Creatures in the dungeon as they're so easy to mass produce. As far as defending the dungeon is concerned, however, they're outright terrible as they are easily destroyed by even low level Creatures.
Braced Door
Health Points: 1200
Regeneration: 30
Gold Cost: 1000
Description:
Braced Doors act as a very fair and efficient balance to all doors. They're durable enough to stand against most foes while be rather cheap for what they can do. They're especially good at repelling weaker or lone enemies due to their higher Health Regeneration.
Steel Door
Health Points: 7000
Regeneration: 1
Gold Cost: 6000
Description:
The Steel Door is the most reliable of all doors, emphasizing raw Health to be able to withstand all forms of damage. Its weakness is the fact that it does not recover well from damage and is very expensive, so it must be used sparingly.
Magic Door
Health Points: 1400
Regeneration: 200
Firing Effect: Lightning Shot that Deals 10 Damage
Reset Time: 1
Firing Range: 4
Gold Cost: 12000
Mana to Fire: 300
Description:
Magic Doors are extremely gimmicky. Their Health barely exceeds that of a Braced Door, which would normally not justify their cost in the slightest. However, Magic Doors have insane Health regeration, and are very difficult to take down as a result. They're especially useful when placed in longer corridors as Creatures tend to cramp together and cannot effectively attack the door. The only way to effectively counter Magic Doors is to use Creatures with a lot of burst damage, such as Skeletons or Giants, or use a Boulder. Magic Doors also have the ability to attack nearby enemies with Lightning, stunning them with some light damage as a bonus. This makes it more difficult for Creatures to take down Magic Doors and impossible for anyone to solo them. Doing this costs mana, however, which can potentially harm the Player if they leave the door unattended while an enemy attacks it.
Secret Door
Health Points: 400
Regeneration: 20
Gold Cost: 9000
Description:
The Secret Door finds usefulness not in raw defense nor in dungeon management, but in stealth. Blending in as a normal wall, the Secret Door disguises an entrance to enemy eyes, causing them to look past the door for a way in. Though they're often used as an entrance to the dungeon, Secret Doors can still be effectively placed somewhere in the dungeon to hide the Dungeon Heart, for example. It can help buy some time against an assaulting enemy.
Barricade
Health Points: 500
Regeneration: 0
Gold Cost: 500
Description:
**
Hero Barricade
Health Points: 900
Regeneration: 25
Gold Cost: 2000
Description:
**
Hero Portcullis
Health Points: 9000
Regeneration: 10
Gold Cost: 9000
Description:
**Traps
Traps
Sentry Trap
Health Points: 800
Regeneration: 4
Firing Effect: Fireball Projectile that Deals 48 Damage
Reset Time: 3
Firing Range: 6
Gold Cost: 800
Mana to Fire: 225
Mana Drain: 5
Description:
The Sentry Trap is the simplest out of all the ranged Traps. It has the second highest range and most frequent firing rate, providing some decent damage support. Due to its short recharge time, the Sentry Trap can easily combo well with stunning, as it can help extend an enemy's downtime. The Sentry Trap's greatest weakness is its high Mana Cost to fire, given how frequently it fires. They can be placed all around the dungeon due to their low Mana Drain, but cannot be placed too much in one area.
Hail Trap
Health Points: 350
Regeneration: 8
Firing Effect: Hailstorm Area of Effect that Deals 6 * 32 Damage Over a 2 Tile Radius
Reset Time: 6
Firing Range: 4
Gold Cost: 1750
Mana to Fire: 300
Mana Drain: 15
Description:
The Hail Trap provides effective crowd control with mid ranged firing capabilities. It is best placed by a narrow opening somewhere, where it will easily stack damage repeatedly on enemy armies. It is the weakest of the ranged traps, and thus should be placed off to the side where it can avoid most of enemy fire. It is good at repelling any sort of large or more fragile army, but is of course less effective against more durable foes. For this reason, it is best comboed with a Lightning Trap.
Lightning Trap
Health Points: 500
Regeneration: 4
Firing Effect: Lightning Shot that Deals 300 Damage
Reset Time: 9
Firing Range: 3
Gold Cost: 5000
Mana to Fire: 500
Mana Drain: 25
Description:
The Lightning Trap has the weakest range out of all ranged traps, but provides a powerful burst of instant, single target damage, with a stun as a bonus. It is best used off to the side of a room, perhaps an opening, as it can avoid most of enemy fire and be allowed to do some work on any Creatures as they come in. It can be especially dangerous if placed by water, as it doubles the Trap's bursting capabilities. Due to its low recharge time, it's especially bad against larger armies, which is why it works well with the Hail Trap to cover its weaknesses. Due to its higher Mana Drain, it is best to not go overboard with Lightning Traps.
Slow Trap
Health Points: 600
Regeneration: 12
Firing Effect: Slows a Target Down to 20% Movement Speed for Up to 5 Seconds
Reset Time: 1
Firing Range: 7
Gold Cost: 2000
Mana to Fire: 25
Mana Drain: 10
Description:
The Slow Trap functions as an interesting utility trap, in that it deals no damage but slows down any aggression. This works best with a combination of other Traps, Barricades, and only ranged units. It gives the ranged units and other traps time to take down or weaken enemy melee units before they even reach them.
Cyclone Trap
image
Health Points: 900
Regeneration: 4
Firing Effect: Creates a Cyclone that Stuns ALL Creatures for an Extended Time
Reset Time: 20
Firing Range: 3
Gold Cost: 4000
Mana to Fire: 750
Mana Drain: 50
Description:
The Cyclone Trap is an interesting combo Trap. Its usefulness can range from powerful to counterproductive depending on its usage. It's best to place it in a Trap Room of sorts, in a place where you can at least almost guarantee a forced passage by the enemy. If placed off to the side, away from where you expect your Creatures to be fighting, and at an angle where you can be sure they won't get hit, then a Cyclone Trap will do wonders. Due to its high Mana Drain, it is best to keep one or maybe two around in the whole dungeon.
Spike Trap
Health Points: 1000
Regeneration: 8
Firing Effect: Deals 108 Damage to Anyone who Steps On It
Reset Time: 4
Firing Range: 1
Gold Cost: 1200
Mana to Fire: 50
Mana Drain: 20
Description:
Spike Traps are deadly pressure based Traps. Placed in the right spot, they can completely destroy an army, as they will continue to stack damage that will quickly become deadly overtime, even against a well trained army. They function as the standard pressure based traps, and are likely the most common to be used.
Gas Trap
Health Points: 450
Regeneration: 8
Firing Effect: Deals 15 Damage to Anyone within a 3 Tile Radius
Reset Time: 1
Firing Range: 3
Gold Cost: 2000
Mana to Fire: 10
Mana Drain: 50
Description:
The Gas Trap is a gimmicky variation of the Spike Trap, but should not be considered an alternative by any means, as the usage and placement is rather different. Rather, the Gas Trap acts more of an alternative to the Hail Trap. It deals constant damage within a given area, which is much wider than the Hail Trap, but unlike the Hail Trap, the area of damage is completely fixed. It can be very powerful in longer battles, as it will make a bigger difference overtime without much of an extra Mana Cost. Due to its higher Mana Drain, it is best to have one or two Gas Traps in the whole dungeon, preferably in the same location so they can support each other.
Freeze Trap
Health Points: 1500
Regeneration: 12
Firing Effect: Freezes Anyone who Steps on it for 9 Seconds
Reset Time: 12
Firing Range: 1
Gold Cost: 3000
Mana to Fire: 500
Mana Drain: 25
Description:
The Freeze Trap is a good utility based pressure Trap. It can take a target completely out of play for short period of time, allowing other units or Traps to take them down. It is best placed in front of Barricades or perhaps in an opening to Barricades.
Fireburst Trap
Health Points: 3000
Regeneration: 8
Firing Effect: Deals 56 * 24 Inferno Damage Over a 2 Tile Radius When Stepped On
Reset Time: 15
Firing Range: 1
Gold Cost: 15000
Mana to Fire: 5000
Mana Drain: 75
Description:
The Inferno is the most powerful of all pressure based Traps, but can easily be just as counterproductive. It deals a powerful burst of damage to anyone who triggers it, in addition to anyone within the area, including Allies. The Fireburst Trap doesn't discriminate, which is why it must be used with care to prevent it from burning the wrong Creatures. Naturally, lava based Creatures are immune to its damage, which can be useful to both sides of a war. It's so expensive in both Gold and Mana that it is best to have only one at a time.
Alarm Trap
Health Points: 250
Regeneration: 4
Firing Effect: Sets off An Alarm to Alert the Player of Intruders
Reset Time: 20
Firing Range: 6
Gold Cost: 250
Mana to Fire: -
Mana Drain: 5
Description:
The Alarm Trap is a useful replacement to any Guard and can quickly alert a Player of any trespassers. It costs virtually nothing, making it very efficient indeed.
Fear Trap
Health Points: 1200
Regeneration: 12
Firing Effect: Fear Effect with 10000 Threat Value
Reset Time: 4
Firing Range: 6
Gold Cost: 6000
Mana to Fire: 500
Mana Drain: 75
Description:
The Fear Trap has a variety of uses. It can be placed outside the entrance of the dungeon to repel any explorers, or to gain leverage in battle by intimidating enemies and preventing them from attacking for a duration of the time.
Boulder Trap
Health Points: 1500
Regeneration: -
Firing Effect: Single Shot, Sets off a Boulder From Hell
Reset Time: -
Firing Range: 4
Gold Cost: 15000
Mana to Fire: -
Mana Drain: 75
Description:
Boulders are very potentially powerful, capable of wiping out an entire army in the right circumstances. The drawback comes from the fact that, in order to effectively use a Boulder, part of the dungeon requires to be built around the Boulder as a set up. Long corriders and especially passages where Boulders can roll back and forth are examples of such set ups. A skilled opponent will likely see it coming with Sight of Evil, however, so the placement of the Boulder needs to be very carefully planned.