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The following tables give some insight into the arcane knowledge your minions and you will have access to. Note that keeper spells with a variable cost are dependent upon how long you charge the spell. Charging the spell is a result of how long you hold down the mouse button when casting, and many spells can be dramatically more effective when charged to their fullest.

Keeper Spells

Spell

Cost (in gold)

Effect

Armageddon

60,000

Summons all creatures in dungeon (except chickens) to your Dungeon Heart for a final battle. You lose control of your minions in ensuing melee.

Call to Arms

0-20 per second

Summons creatures to the target tile. This spell is free if cast on a tile you possess.

Cave In

1000-2600

Causes a section of dungeon to collapse, hurting any creatures in radius.

Conceal Monster

100-900

Makes target invisible until engaged. Lasts 15 to 55 seconds.

Create Imp

150 x no. of Imps

Creates an Imp on an adjacent tile. The price can be lowered by sacrificing Imps in temple.

Destroy Walls

10,000-26,000

Turns reinforced wall to regular wall. Radius depends on amount of charging.

Disease

7000-9000

Cast on creature on one of your tiles. Disease lasts for 15 seconds and is transmittable to any nearby creature, in whom it can last up to 55 seconds.

Heal

300-1100

Restores 80-500 of target's health.

Hold Audience

1000

Summons all minions to Dungeon Heart.

Lightning

600-3000

Damages all creatures in a 1-5 tile radius.

Must Obey

25 per second

Speeds up creatures by 25 percent; freezes annoyance level.

Possess Creature

0

Puts keeper in minion's body.

Protect Creature

100-900

Reduces damage to target for 15-55 seconds (same as Armor power).

Sight of Evil

50-130

Reveals an area of the map.

Speed Creature

100-900

Doubles target's speed for 15-55 seconds.

Turn to Chicken

1200-1300

Turns target into a chicken for 15-55 seconds - target loses ability to fight, but keeps health.

 

Creature Powers

Power

Effect

Armor

Increase armor by 25 percent, reduce damage from keeper Lightning spell by 50 percent

Dig

Burrow through penetrable rock and gold walls

Drain

Reduce target's health by 20 and add 20 to caster's health

Flatulence

Create poison cloud that affects only enemy creatures

Fireball

Use missile flame weapon with range of 8 tiles

Flame Breath

Use flame weapon with range of 2 tiles

Flight

Allow creature to fly

Freeze

Freeze target creature without doing damage; range of 10 tiles

Grenade

Use hurled weapon that does up to 120 damage in the tile where it explodes

Hailstorm

Hit all creatures in vicinity for up to 75 damage

Heal

Restore all health to self if fully charged

Invisibility

Turn creature invisible until engaged

Lightning

Use weapon with range of 4 tiles and up to 20 damage

Meteor

Use weapon with range of 14 tiles and up to 100 damage

Missile

Send reptilian missile at target for 20 damage in a range of 10 tiles

Navigating Missile

Same as Missile, but automatically attacks nearest enemy and does up to 40 damage

Poison Cloud

Fill up to 10 tile radius with poison gas; can affect friendly and enemy creatures

Rebound

Reflect any spell back at caster

Sight

Allow caster to see invisible monsters

Slow

Slow target to half normal speed within range of 14 tiles

Speed

Double caster's speed

Teleport

Jump to any position in dungeon. When possessed, sends caster automatically back to lair

Wind

Create a gale, blowing all creatures in path up to 10 tiles back

Word of Power

Attack all creatures within 2 tile range for up to 200 damage

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