Armour

Casting Creatures

Minions Level Acquired
Orc 7
Skeleton 5
Vampire 7
Heroes Level Acquired
Mountain Dwarf 4
Barbarian 6
Monk 3
Avatar 2

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.





























 Dig

Casting Creatures

Minions Level Acquired
Imp 1

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

Casting Creatures

Minions Level Acquired
Dark Mistress 9
Ghost 8
Vampire 6
Heroes Level Acquired
Wizard 8
Monk 7
Fairy 3
Avatar 7

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.





























 Flatulence

Casting Creatures

Minions Level Acquired
Bile Demon 4

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.





























 Melee Attack

Casting Creatures

Minions Level Acquired
All except Dragon 1
Heroes Level Acquired
All 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.





























 Fireball

Casting Creatures

Minions Level Acquired
Troll 7
Warlock 2
Heroes Level Acquired
Wizard 3


The Fireball is the basic long-distance flaming missile weapon. It has an effective range of around 8 tiles.





























 Flame Breath

Casting Creatures

Minions Level Acquired
Hellhound 5
Dragon 1

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.





























 Flight

Casting Creatures

Minions Level Acquired
Vampire 2
Heroes Level Acquired
Priestess 2

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 out!





























 Freeze

Casting Creatures

Minions Level Acquired
Beetle 7
Spider 4
Tentacle 5
Heroes Level Acquired
Samurai 9
Wizard 6
Fairy 10
Avatar 6

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.





























 Lizard Grenade

Casting Creatures

Minions Level Acquired
Troll 10
Orc 9
Bile Demon 7
Dragon 3

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

Casting Creatures

Minions Level Acquired
Spider 8
Heroes Level Acquired
Wizard 7
Monk 9
Priestess 10

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.





























 Heal

Casting Creatures

Minions Level Acquired
Demon Spawn 7
Dragon 2
Warlock 3
Vampire 5
Heroes Level Acquired
Knight 7
Wizard 5
Monk 2
Priestess 8
Fairy 5
Avatar 4

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

Casting Creatures

Minions Level Acquired
Warlock 5
Ghost 3
Heroes Level Acquired
Thief 7
Fairy 6
Avatar 9

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

Casting Creatures

Minions Level Acquired
Dark Mistress 6
Skeleton 10
Heroes Level Acquired
Samurai 6
Priestess 7
Fairy 4

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

Casting Creatures

Minions Level Acquired
Dragon 7
Warlock 4
Heroes Level Acquired
Wizard 10
Fairy 9

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.





























 Lizard Missile

Casting Creatures

Minions Level Acquired
Demon Spawn 4
Heroes Level Acquired
Wizard 1
Monk 5

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.





























 Navigating Missile

Casting Creatures

Minions Level Acquired
Warlock 6
Heroes Level Acquired
Archer 4
Priestess 9
Fairy 7
Avatar 8

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 greater.





























 Poison Gas Cloud

Casting Creatures

Minions Level Acquired
Bile Demon 2
Heroes Level Acquired
Priestess 3

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.





























 Rebound

Casting Creatures

Minions Level Acquired
Ghost 1
Heroes Level Acquired
Mountain Dwarf 7
Thief 10
Knight 4
Wizard 5
Priestess 4
Fairy 8

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

Casting Creatures

Minions Level Acquired
Fly 5
Warlock 7
Heroes Level Acquired
Samurai 5


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

Casting Creatures

Minions Level Acquired
Spider 2
Horned Reaper 10
Vampire 3
Heroes Level Acquired
Archer 8
Wizard 9
Monk 4

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

Casting Creatures

Minions Level Acquired
Imp 3
Fly 8
Troll 4
Hellhound 3
Orc 5
Horned Reaper 5
Dark Mistress 7
Heroes Level Acquired
Giant 10
Thief 4
Archer 6
Samurai 7





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

Casting Creatures

Minions Level Acquired
Imp 10
Dark Mistress 10
Vampire 4
Heroes Level Acquired
Tunneller Dwarf 10



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

Casting Creatures

Minions Level Acquired
Warlock 8
Ghost 6
Vampire 8
Heroes Level Acquired
Priestess 5



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

Casting Creatures

Minions Level Acquired
Dragon 10
Warlock 9
Vampire 10
Heroes Level Acquired
Monk 10
Avatar 10


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.