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Doors and Traps

 

Traps and doors are a great way to protect the weaker areas of your dungeon, as well as areas that you want to be extra secure. There's nothing like watching a group of Heroes finally break through a magic door only to run into a few nasty traps

For extra fun, set Gas traps and Lightning traps in front of strong doors. That way, Heroes take the full force of these traps while busting down the door. Set Boulder traps along long hallways. That way, your boulder can mow down a line of heroes all by itself. Remember, if you set a Boulder trap in an open area, you can control it's direction with a few well-placed slaps.

Doors

Health Gold Value Workshop Size Manufacturing Points needed to make one.
Wooden Door 400 250 10 tiles 18000
Braced Door 750 500 13 tiles 24000
Iron Door 1500 750 17 tiles 26000
Magic Door 3000 1500 21 tiles 50000

 

Traps

Charges Damage Friendly? Gold Value Workshop Size Mfg. points to make one.
Alarm Trap 12 No 250 No Requirement 18000
Boulder Trap 1 Yes 1000 17 tiles 25000
Lava Trap 1 Yes 750 17 tiles 20000
Lightning Trap 8 No 500 13 tiles 20000
Poison Gas Trap 5 Yes 350 10 tiles 20000
Word of Power Trap 3 No 750 21 tiles 20000

Alarm Trap - This is a simple alarm that can alert nearby creatures of an enemy intrusion.  It acts like a Call-to-Arms spell when triggered by an enemy creature.  It does no damage to enemies.  It's best to place them at entry points to your dungeon complex and near lairs.

Boulder Trap - This handy little number can literally mow down a platoon of creatures, including your own!  Once triggered, it will blindly roll around crushing most creatures in it's path.  It simply bounces off  walls.  Every creature, wall, and door that the boulder contacts will wear it down a bit until it eventually crumbles.  If it falls into Water, it will crumble instantly.  If it hits Lava, it will explode rather like a Word of Power trap.  For extra effectiveness, place a Boulder trap behind a strong locked door.  The door will slow down advancing enemies, forcing them into dense packs so the Boulder can make short work of them once they break down the door.  They are also very useful for protecting long hallways.  That way, your boulder can mow down a line of heroes all by itself. Remember, if you set a Boulder trap in an open area, you can control it's direction with a few well-placed slaps.

Lava Trap - When triggered, it will turn the tile in lava permanently.  It doesn't do a lot of damage to the creature that triggers it., however, it does create a roadblock for any other non-flying creatures.  This can be a Good Thing.  (In the case of enemies), or a Bad Thing.  (If some of your creatures wind up on the wrong side of the lava pit.)  It's best to place Lava traps on the parameter of your dungeon complex.

Lightning Trap - This is my favorite trap in the game!  It's a very handy device that delivers an electric shock to nearby intruders.  Once triggered, it will continue throwing bolts of lightning at nearby enemies until it runs out of charges.  In can have a devastating effect on a group of enemy imps!   It will only hurt enemy creatures, not your own.    Place them in front of strong doors.  That way, enemies trying to break down your door get the full effect.

Poison Gas Trap - When triggered, releases a cloud of gas that damages nearby creatures, friend and foe alike.  Note that there is a delay between charges that allows an enemy imp to claim the tile (and defuse the trap) before the trap can be triggered again.

Word of Power Trap - When triggered, produces a magical explosion that damages nearby enemies.  Note that there is a delay between charges that allows an enemy imp to claim the tile (and defuse the trap) before the trap can be triggered again.

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