Like the Keeper Protect Creature spell, this spell increases a creature's
defense by 25%, and protects against Keeper Lightning strikes unless a direct
hit is taken. Be aware of which creatures have this spell and don't waste money
casting it on them yourself.
Imps use this skill to dig out soft earth and to mine gold and gems.
Tunneller Dwaves also have these abilities, but they do not have this
skill on their spell list and thus you cannot use it when possessing them.
Drain is one of the most fearsome spells in the underworld, alongside
Lightning. It steals 20 health from the target and transfers it to the
caster, making creatures who possess it live much longer and do more
damage in the long run.
In the typical style of Bile Demons, Flatulence, also known as the Fart of
Doom, involves the release of a horrible cloud of suffocating gas. Unlike
the Poison Gas spell, however, Flatulence will not harm your own minions.
Make sure any Bile Demons used in combat are level 4 or higher so that they
will use this spell instead of Poison Gas.
|All except Dragon||1|
Except for the Dragon, who uses Flame Breath at close-range, all creatures
have the Melee skill. It does a variable amount of damage depending on the
creature doing the hitting, and may involve various different weapons such
as swords, horns, claws, or even a crucifix in the case of the Monk. When
you possess a creature and use this skill, you will see a different type of
swoosh across the screen depending on the weapon your creature uses.
The Fireball is the basic long-distance flaming missile weapon. It has an
effective range of around 8 tiles.
Used by the Hellhound and Dragon, Flame Breath is a feiry substitute to
physical melee combat. It has a 2-tile range. Note that because this spell
has a burning effect, it can damage creatures to the point of death even
when "Imprison" is enabled, so sending Dragons or Hellhounds against
creatures you want to capture is a bad idea.
Possessed only by the Vampire and Priestess, Flight imparts the ability to
float on a cloud of mist over any type of terrain, including lava. Flies and
Fairies can fly naturally, so they do not need this spell. Note that when
possessed, you should not fly creatures too far out over lava, since this
spell has a limited duration and you will fall into the lava when it runs
Freeze is a powerful spell that stops creatures dead in their tracks.
Creatures who die frozen will leave gibs which can be dragged back to the
Graveyard by your Imps. Spiders also use the Freeze spell to prolong your
prisoners' lives while off-duty, since creatures do not starve while
frozen. This can be useful while you are attending to more pressing matters.
Freeze has an effective radius of around 10 tiles.
The Lizard Grenade is an advanced projectile weapon, consisting of a
bouncing, screaming lizard head that explodes on impact with a creature
or after a short amount of time, and affects a large radius. It does up to
120 damage at the tile where it explodes, and less as the distance from that
point increases. This explosion can even move some inanimate objects, such
as torches and gold bags. Most creatures who possess this skill will not
use it directly. It can be extremely useful in possession mode, though.
Hailstorm is a moderately powerful missile spell that fires multiple
chunks of ice in a cone-like spread. It can inflict damage on many creatures
at once, and does around 75 damage per hit.
Creatures who possess the Heal spell are typically the ones that should
be feared or respected the most, depending upon whose side they are fighting.
A creature with Heal can live much longer in combat even without the Keeper's
assistance. However, you should still use your Heal spell on creatures who
have it themselves, since it typically takes them a very long time to
regain enough mana to cast it. This can leave them stranded when they need
help. Note that creatures who have Heal can be imprisoned for any amount
of time without dying, since they will heal themselves periodically.
Once you put them on the torture table, however, it is your responsibility
to make sure they live, if you so wish.
Invisibility makes creatures invisible to their foes until they are
revealed by an attempt to attack. Note which creatures possess this spell and
don't waste your money by casting it on them yourself unless you need them
to be invisible at an exact moment, such as sneaking past a choke point.
Lightning is a truly fearsome spell that recharges very quickly and does
20 damage per hit from up to 4 tiles away. If a large group of casters of
this spell is present, as is often typical of Hero Fairies, you'll need to
heal your creatures often.
Meteor is the advanced version of the Fireball spell. It has an extended
range of up to 14 tiles and can deal a devastating 100 damage per hit. Be
sure to train your Warlocks at least to level 4 so that they can take
advantage of this spell.
The Lizard Missile is an average missile weapon that consists of a flying
screaming lizard head that blows up in a cloud of blood when it hits an
opponent. It deals 20 points of damage and has a range of around 10 tiles.
The Navigating Missile is a more useful version of the Lizard Missile which
deals twice the damage (40 points), and additionally homes in on the target
at which it was fired, making it able to turn corners and circle around your
minions. Be wary of Archers posted in lookout spots who are level 4 or
Poison Gas Cloud
Poison Gas releases a cloud of noxious fumes over a 10-tile radius. Be
careful about using creatures who possess it in combat, as this spell
does not discriminate about who it hurts - it will harm even your own
minions. Bile Demons can be cured of this habit through training, but you'll
want to see the conversion notes on the Priestess about her annoying use
of this spell. In addition, do not send creatures who use this spell against
creatures you wish to capture, since it can deal damage to the point of
death even with "Imprison" enabled.
Almost solely a Hero spell, Rebound allows the creature to protect itself
against projectile attacks, making them bounce back toward the creature who
cast them. Mountain Dwarves can last much longer than expected when they
combine this spell with Armour.
Sight is a mildly useful spell that allows your creatures to see enemies
cloaked by the Keeper Conceal spell or by their own Invisibility spells.
This is useful when it comes to Guard Post duty especially.
Slow is a devastating spell that slows all of a creature's movements by
half. Take your creatures out of combat for a while when they have this
spell cast on them (you'll see a strange red circle moving up and down
their body), or they'll take far too much damage.
Speed works identically to the Keeper Speed Creature spell, and your minions
having it can save you a lot of pain and money when it comes to training,
scavenging, and combat. Take note of what creatures have this spell and
don't cast it on them yourself. It recharges relatively quickly.
Teleport allows minions to move throughout your dungeon at will, as long
as there is a path to the point they want to go (they cannot teleport
behind locked doors, for instance). When in possession, using this spell
will take your creature back to its lair, which can be useful in escaping
perilous situations. Creatures who have this spell can even escape Boulder
traps, and they will always teleport directly to a Call of Arms banner if
you move it. Keep the latter in mind, since you don't want your Mistresses
to be left alone in a room full of riotous heroes.
Wind is an extremely annoying spell that can move all but a select few
creatures up to 10 tiles away. It affects both friend and foe, and can
blow creatures over water, lava, through corners in walls, and right into
danger. Vampires do not use this spell much, but Warlocks and Priestesses
do, and it decreases their combat value significantly. Consider not training
them enough to get it if possible.
Word of Power
Word of Power would easily be the most devastating spell a creature can
possess, if it worked properly that is. It is supposed to radiate rings of
demonic energy over a 2-tile radius, damaging all throughout for up to 200
damage. However, it only pushes creatures and does no damage to them. It
does inflict 145 points of damage to doors, however.