Charges Per Crate | 1 | Damages Your Creatures? | Yes |
Monetary Value | $1000 | Workshop Size Required | 17 tiles |
The Boulder trap is a double-edged sword. Place it in locked up hallways
right behind doors to give a pleasant surprise to hero parties and pesky enemy
Imps, but keep it far away from areas where your own creatures live or may end
up fighting, because it can squash them all flat faster than you can hear it
rumbling.
Once charged, you can slap a Boulder trap to activate it at your whim. This
may be strategically useful if you can roll them into enemy territory. A
Boulder, whether triggered or slapped, will only be able to hit walls and
enemies or be slapped a certain number of times before it breaks apart, and if
it hits a door, water, or lava, it will fall apart instantly. Given a choice
of directions, a Boulder trap will always roll to the right.
Boulder traps will completely destroy Guard Posts. Keep this in mind at all times.
Beware, Avatars are invincible to this trap!
Charges Per Crate | 12 | Damages Your Creatures? | No |
Monetary Value | $250 | Workshop Size Required | 9 tiles |
The Alarm trap functions like a miniature automated Call to Arms spell. When an
enemy creature triggers it, it will begin sounding a claxon, alerting any
creatures within a set radius that there is an intruder present. Any creatures
who hear it will run to the location of the trap and mill around until they
either see something worth fighting, or the trap deactivates. These can be
useful for directing your minions' attentions when invasion is imminent.
Charges Per Crate | 5 | Damages Your Creatures? | Yes |
Monetary Value | $350 | Workshop Size Required | 10 tiles |
Poison Gas traps use magic similar to the creature Poison Gas spell, filling a
10-tile radius with noxious fumes that do non-discriminative damage. Refrain
from using these traps in areas where your creatures live or fight - they're more
useful at the fringes of your dungeon.
Charges Per Crate | 8 | Damages Your Creatures? | No |
Monetary Value | $500 | Workshop Size Required | 13 tiles |
Lightning traps are highly lethal in terms of damage and in number of charges
per crate. They can easily damage even high-level enemies and are an excellent
choice for defending the inside of your dungeon against intruders, weakening
them for death or capture at the hands of your minions.
Charges Per Crate | 3 | Damages Your Creatures? | No |
Monetary Value | $750 | Workshop Size Required | 21 tiles |
The Word of Power trap is the most damaging of all traps, dealing the full 200
points of damage this spell is reknowned for, however, it can only be triggered
3 times for each crate your Imps bring, making it somewhat less useful. Paired
with a number of longer-lived Lightning traps, however, it creates a formidable
obstacle to enemies.
Charges Per Crate | 1 | Damages Your Creatures? | Yes |
Monetary Value | $750 | Workshop Size Required | 17 tiles |
The Lava trap irreparably damages your dungeon, but it is extremely useful
as a means to cut off your enemies' access. When an enemy creature steps
onto a tile bearing a Lava trap, the tile collapses into a pool of burning
hot lava, which for most creatures equals much pain. It is possible to get
rid of some of the effects of a Lava trap by building a tile of Bridge over
the new lava.
Strength | 400 | Monetary Value | $250 |
Workshop Size Required | 10 tiles |
Wood doors are the most basic means of dungeon access control. They're rather
shoddy and you'll find they take only a few picks from enemy imps to collapse.
Put these up when you first get started, but sell them later and replace them
with stronger doors once they're available.
Strength | 750 | Monetary Value | $500 |
Workshop Size Required | 13 tiles |
Braced doors are still not too durable, but they'll do in a pinch. As with
Wood doors, sell these once you have iron and magic doors.
Strength | 1500 | Monetary Value | $750 |
Workshop Size Required | 17 tiles |
The iron door is, for most intents and purposes, the ideal door. It is fairly
strong against all forms of damage and will stand long enough for you to gather
the appropriate greeting parties for any intruders.
Strength | 3000 | Monetary Value | $1500 |
Workshop Size Required | 21 tiles |
The Magic door is strongest against physical damage, however, it is susceptible
to magic spells such as Lightning. Mix this type of door with Iron doors to
gain maximum protection.