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Submitted by System on 09/03/2006, 09:50. Print file.
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6) CALL TO ARMS
Mana Cost: 10,000

As soon as you want to make an attack or respond to an invasion the best way to martial your forces is to cast the Call to Arms spell.  This plants a banner on the ground which all your minions will flock around, if you plant it correctly, they should be ready grouped to take on invading forces.  Once you have no need of the Banner, either slap it to get rid of it or right click on it on the toolbar.  You can also left-click to pick the Banner up and move it, which will save mana as you do not need to keep recasting it.

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7) TREMOR
Mana Cost: 30,000

This spell is superb for speedily breaching enemy dungeons.  By casting this you will weaken claimed enemy tiles and walls, destabilize doors and damage traps.  You can even reduce some areas to dirt rock so your Imps can quickly dig through and bust open an enemy fortress.  The upgraded version is more destructive.  Although your Imps ignore it, it can frighten your own creatures so it's best to cast it and wait for the effects to end before dropping your creatures into attack.

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8) TURNCOAT
Mana Cost: 20,000

A spell that some may find more useful than others.  When cast on an invading enemy it confuses them into attacking their own side.  Cast on a knight this can lead them to cutting a bloody swathe through their dwarf and elven foes before they come to their senses and in the confusion you and your evil hordes can mop up the rest.

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9) CREATE GOLD
Mana Cost: 15,000

This lets you sacrifice mana for gold, useful in some levels where gold can be tight.  Level 1 drops 1500 gold, Level 2 drops 2000 gold ones. It can only be cast on your own land.

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10) INFERNO
Mana Cost: 50,000

The biggest and best of all your offensive spells.  This casts a large boiling mass of flame that boils outwards trapping the unfortunates within its sphere of influence and burning them as they try and flee.  Devastatingly damaging, it can kill several weaker enemies at once.  The upgrade boils out even further.
Be aware though that fire resistant creatures, Giants and Salamanders are immune to this spell.

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12) SUMMON HORNY
Mana Cost: 100,000

In the first ten or so Campaign Levels you can only draw on Horny's power by collecting a part of the Horny Talisman.  Once you have the whole Talisman he can be summoned when your Mana reserves reach 100,000.  He costs 100,000 mana to summon, then after about 30 second he will begin to drain about 2000 mana per turn. How long you can sustain him depends on how much Mana your dungeon generates per turn.  Give him a slap to dismiss him before all your Mana is gone.

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c) CREATURE SPELL LIST
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1) FIREBALL
Used by: Warlock/Wizard/Salamander

A long distance attack that fire a ball of burning flames at an enemy.
Warlocks have access to this attack early on. The Salamanders fireball is more powerful, and learned at a higher level.  They also gain a more powerful, firey spit attack.

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2) LIGHTNING
Used by: Dark Mistress/Fairy

A long range lightning bolt attack that can stun an enemy and damage them severaly if they are standing in water.  One of the first ranged attacks the
Mistress learns and one that makes a charging group of them wonderful for breaking up enemy attack formations.

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3) FREEZE
Used by: Maiden, Mistress



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4) HEAL/PRAY
Used by: Warlock/Monk

After he has gained a few levels, the Warlock can heal himself.  As he gets stronger he can also heal other wounded creatures in the middle of battle. They will tend to back off first to recover at a safe distance so it is best to let them do so if you are bogged down managing the battle elsewhere.  The Monks
Pray is also a powerful healing skill as he will use it in the midst of a melee and heal creatures across a larger radius.

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5) GUIDED BOLT/KNIVES
Used by: Dark Elf

The Dark Elf can shoot from a distance with the powerful and very accurate
Guided Bolt.  As they get more experience, they can unleash a barrage of knives which cause multiple wounds in the unfortunate recipient.

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6) GAS CLOUD/MISSILE
Used by: Bile Demon

At close range the Bile Demon lets out a vast green fart cloud of noxious fumes which repel attackers and cause them damage. As they get stronger, they can unleash their fart as a guided missile of stench damaging and disabling all those in the vicinity when it explodes!

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7) ARMOUR
Used by: Monk

This skill raises the defence of a creature and allows it to take more punishment in battle.

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8) SLOW
Used by: Vampire

Cumbersome heroes can be rendered almost immobile by the judicious use of the
Slow spell. Used by the vampire it can be very handy even just for cancelling out the effects of Haste and enemy may have cast upon themselves.

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9) DRAIN
Used by: Vampire health is sucked out of a target with this skill and used to replenish that of the Vampire by a similar amount.

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10) WHIRLWIND
Used by: Firefly

The Firefly doesn't have a lot to offer offensively, but trained up it can hold its won if attacked while scouting if a blast of wind that stuns and opponent giving the Firefly a chance to escape and report back.

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11) HASTE SELF
Used by: Imp

It's a good idea to keep your Imps alive, as they reach level 4 and beyond they learn better skills such as Haste, which allow them to perform their duties much more efficiently.

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12) INVISIBLE
Used by: Rogue

By cloaking himself, the Rogue can slip into enemy territories for a spot of
Scouting and Thieving.  But beware, cross an enemy Guardrooms sphere of detection and he will be spotted.

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13) HAILSTORM
Used by: Dark Mistress, Dark Angel

A powerful shower of Ice is rained down upon target, which if weak or weakened, can be ripped into shreds by the assault.

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14) RAISE DEAD
Used by: Vampire

If there are dead bodies lying about the place that have not been taken to a
Graveyard, then the nearest vampire with this skill can temporarily raise them back up as skeletons.  Their lifespan is only limited and will crumble to dust after a short time

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15) SKELETON ARMY
Used by: Dark Angel

Three level 1 Skeletons can be raised by the Dark Angel as many times as he likes.  Although they are only level 1, they are enough to strike fear into the hearts of lesser mortals, especially in the company of the ultimate Dark Angel warrior.

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16) DISRUPTION
Used by: Dark Angel

A flesh peeling, skin-flaying blast of pure plasmatic energy, learned by top-level Dark Angels.  The effect on enemies is much like having a Fireburst trap set of in your face.  Nasty.

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17) TELEPORT
Used by: Imps

If you Imps have survived to levels 9-10 they can teleport about your Dungeon, making them the ultimate in helpers.

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d) MAGIC ITEMS (SPECIALS)
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While excavating new areas, you may be lucky enough to find special magic items.  These are the secrets listed on the score table at the end of each successfully completed level.  These tend to be found in far corners, often in nooks and crannies of soft rook going into the bedrock.  If you have a library, your Imps will drag the item back there for safe storage.  If you do not have a library they will leave the item where it is.  As long as the imps have actually claimed the item, you do not actually need to click on it to activate it, the spell will be logged in your spell panel where you can quickly cast it for an extra bonus amount of something useful.

1) INCREASE MANA
2) INCREASE GOLD
3) FORTIFY WALLS
4) UNFORTIFY WALLS
5) MAKE HAPPY
6) MAKE UNHAPPY
7) INCREASE LEVEL
8) CREATE IMPS
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