Dungeon Keeper

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Possess Creature

Cost: 0 gold
Can be powered up: No

This spell enables you to look through the eyes of a monster - you can see what he sees, and control him as you wish.

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Create Imp

Cost: 150+ gold
Can be powered up: No

This spell allows you to create new Imps to work in your dungeon. The price increases by 150 for each imp you own.

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Speed Monster

Cost: 100-900 gold
Can be powered up: Yes, increases duration.

If you need a creature to do something quickly, such as research or fight, then Speed can be used to double the rate at which they perform a task.

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Heal

Cost: 300-1200 gold
Can be powered up: Yes, increases amount healed.

Heals an injured creature.

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Protect Monster

Cost: 100-900 gold
Can be powered up: Yes, increases duration.

The Protect Monster spell reduces the damage creatures take in battle, making them stronger and more durable.

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Lightning Strike

Cost: 600-3000 gold
Can be powered up: Yes, increases damage.

A lightning bolt strikes, causing heavy damage where you cast it.

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Chicken

Cost: 1200-3000 gold
Can be powered up: Yes, increases duration.

If you need to combat a sudden invasion and you are hopelessly outnumbered, you can cast this spell on an enemy creature and turn them into a chicken for a limited time. Although they aren't able to fight back, they retain their original strength so they may take a bit of time to kill.

If one of your own creatures is changed into a chicken, it makes its way to the Hatchery, where the other chickens live. Make sure it does not accidently get eaten. The spell can be countered by picking up the creature and putting it in the Temple to be cured.

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Destroy Walls

Cost: 10000-26000 gold
Can be powered up: Yes, increases radius.

Makes a fortified wall a regular wall, and if cast on a regular wall, destroys it.

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Sight Of Evil

Cost: 50-130 gold
Can be powered up: Yes, increases radius.

See a part of the dungeon that has not been explored for as long as you wish to pay for it or until your gold runs out.

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Must Obey

Cost: 25 gold
Can be powered up: No

This spell accelerates all of your creatures and forces them to perform their tasks more quickly for however long the spell lasts. Be careful not to use this too much because it will take its toll on morale.

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Call To Arms

Cost: 0-20 gold
Can be powered up: Yes, increases range.

Calls creatures to the selected position and they stay there as long as the flag remains standing. If you cast it on a tile you have claimed as your own, the spell costs nothing, but if you cast it on unclaimed earth or an enemy tile, the spell constantly drains gold from your Treasure Rooms.

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Conceal Monster

Cost: 100-900 gold
Can be powered up: Yes, increases duration.

Casting this spell on a creature makes it invisible to heroes and enemy creatures (though ghosts and vampires through invisibility), although it is visible while fighting. Lasts from 15-55 seconds.

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Hold Audience

Cost: 1000 gold
Can be powered up: No

All creatures stop what they're doing and come back to your Dungeon Heart.

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Cave In

Cost: 1000-2600 gold
Can be powered up: Yes, increases duration.

The ceiling caves in causing heavy damage to anyone standing underneath it, including your own creatures.

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Disease

Cost: 7000-9000 gold
Can be powered up: Yes, increases duration.

This afflicts the targeted creature with a contagious plague, slowly draining their health and infecting any creatures they come into contact with.

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Armageddon

Cost: 60000 gold
Can be powered up: No

This starts a counter, which upon expiring will teleport all creatures to your dungeon heart, and starts another timer. While this second timer is counting down you are unable to pick up your creatures.

Last updated: 2010/11/17 at 19:40
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