Boulder Trap
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!
































 Alarm 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.































 Poison Gas Trap
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.































 Lightning Trap
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.































 Word of Power Trap
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.































 Lava Trap
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.































 Wood Door
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.































 Braced Door
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.































 Iron Door
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.































 Magic Door
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.