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Hates: Dark Mistresses
These bog standard soldiers can add valuable muscle to your often weak forces early in the game. Slow, but well armoured they help bulk out your defensive line in the early stages of campaign mode. They can be intimidating to a few
Goblins and Warlocks so you need to overpower them with force of numbers. They don't take too long to convert, and generally seem to be easy going. Only the
Dark Mistress seems to bring back bad memories so keep them apart. Otherwise they train up and perform guard duty without too much coercion.
--------------------------------------------------------------------------
8) GIANT
Job Class: Fighter
Fighting Style: Blocker
Special Skills: Dwarf chucking
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Trolls
Giants feel like creatures who SHOULD be on your side, but have been duped against you by those sickening Lords of the Land. They are slow, but very intimidating, so once again early on you will need to overpower these beefy beasts with force of numbers, and try and ambush them one at a time. They seem to take special pleasure in squishing your Imps so be careful.
They take some time to convert to your side, but once again provide valuable defensive services early on when you lack the Bile Demon's fragrant charms.
They don't really like to do anything other than train up and raid the hatchery's. They seem to get on with pretty much all your evil minions, but
Trolls seem to be the only ones to rub them up the wrong way. They remain useful recruits right up to the end of Campaign Mode.
(Dwarf Chucking is a hilarious, if rather useless possession skill and its worth keeping a Dwarf around to see it once).
--------------------------------------------------------------------------
9) KNIGHT
Job Class: Fighter
Fighting Style: Blocker
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Knights, Goblins, Trolls
Knights appear quite early on in Campaign Mode and then don't reappear until later in the game. They tend to appear in the levels where you need to do a bit of converting to beef up your army. Although strong and well armoured they are very slow. A gang of Salamanders and Goblins raining quick blows upon one can weaken him quickly. Use your Lighting Spell as well to drop them to the floor, this reduces their threat and makes your creatures bolder.
They take ages to convert, but once onside are almost as good as the Black
Knights you don't get for ages. However they are very grumbly and seem to get testy about being around any of your creatures with a special hatred of Dark
Knights. They tend to rebel if left angry for more than a minute or so, so tend to their complaints quickly. They may seem more trouble than they are worth, but in the early campaigns, they are invaluable.
--------------------------------------------------------------------------
10) ROYAL GUARD
Job Class: Fighter
Fighting Style: Blocker
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Knights
These super-knights only appear at the very end of Campaign Mode. Like normal
Knights they are slow but tough, so need to be ambushed and taken out by groups of faster creatures if possible. They take the longest time to convert and you may need to heal them several times in the chamber. However once onside they are a good as Black Knights (maybe slightly better), but as with normal Knights they don't settle well in your Dungeon and so try and tie up the Campaign level before they start rebelling.
--------------------------------------------------------------------------
b) HERO COMPARISON TABLE
--------------------------------------------------------------------------
Here is a quick look up table collating the various information on each type of
Goodly Hero (yuk). If you use this in conjunction with the creature comparison table you can see who can be intimidated easily by the forces you have at your disposal and those whom you need to watch out for and plan strategy against.
Their threat effectiveness seems to stay the same once they come over to your side.
HERO JOB HEALTH SPEED THREAT FIGHT-STYLE SPELLS/SKILLS
Dwarf Scout Low 7 1 Flanker None
Elven
Archer Fighter Low 5 2 Support Sniper
Wizard Thinker Low 4 2 Support Fireball, Firebomb
Fairy Scout Low 7 3 Flanker Fireburst
Thief Scout Medium 4 3 Flanker Cloak
Monk Thinker High 4 3 Flanker Heal Self, Armour,
Haste, Pray
Guard Fighter Medium 3 6 Blocker None
Giant Fighter High 3 6 Blocker Dwarf Chucking
Knight Fighter High 3 7 Blocker None
Royal
Guard Fighter High 3 8 Blocker None
You'll notice Keeper that although many of the forces of good have lots of health they are in fact very slow. You can maximise the effectiveness of your weaker, but faster troops against them by using the Thunderbolt spell to drop them to the ground.
Royal Guards make superb recruits, fit to stand alongside your Dark Knights and
Angels. Goodly Knights, Guards and Giants make useful additions to your defensive line as well, the rest don't offer anything better than what your own creatures have. So they are best off mulched or skeletonfied. The exception is the Monk, he is unique and you may want to play around with him to see if his excellent support magic offers you an edge you can't get from your own troops.
Just remember, converted heroes annoy your evil denizens and these fallen heroes are unhappy to be rubbing shoulders with the scum of the underworld.
Check out the Dungeon design section for more detailed stuff on making areas to keep converted Heroes happy in.
=========================================================================
************************ 7) MAGIC and MANA ******************************
=========================================================================
Using your hand of evil you can cast spells upon friend or foe. A maximum of
200,000 points of mana can be stored in your Dungeon Heart and it is upon this that you draw your magical energy.
--------------------------------------------------------------------------
a) RESEARCHING SPELLS AND ACCUMULATING MANA
--------------------------------------------------------------------------
Mana is the driving force behind your nefarious schemes. Without Mana you cannot maintain your Imp workforce, you cannot supply power to your traps and you cannot cast spells. With a maximum of 200, 000 to be stored, and some spells taking 25-50,000 to be cast you cannot afford to rely on magic to get you out of every tight spot. But efficiently managed, you can keep generating a steady supply from the following resources:
1) CLAIMED LAND - Every tile of land your Imps claim generates a small amount of mana per turn. The more tiles you claim, the bigger the cumulative effect.
Room tiles do not generate any more Mana than normal floor tiles, so if you can safely excavate a large area, but do not need to build more rooms, do so simply to generate more mana for your hungry Dungeon Heart.
2) MANA VAULTS - Scattered about many levels are mysterious Mana Vaults. These are small craters that give of a blue smoke and will generate 100 Mana per turn for each one you claim. You MUST get your Imps to claim the Vault, simply excavating around it is not enough. If a Vault lies in water, build a bridge to it to allow you Imps to do their thing.
3) INCREASE MANA - You may be lucky enough to excavate a magical item that can give you an instant Mana Boost of several thousand. Keep them stashed in your library until you need to use them.
4) PRAYER - In the final levels you can build Temples and your creatures will pray at them to generate nice quantities of Mana per turn. The amount depends on the creature, but Thinking types such as Warlocks generate more than
Fighters, such as Black Knights. A converted creature will also generate twice as much Mana, with converted Monks being one of the richest sources of Mana via prayer.
So long as you don't get too trigger-happy with your spell-casting finger, you shouldn't have too much trouble managing your reserves. If you are idle and your Mana is dropping rather than rising, then you have more imps and traps than your dungeons size can sustain. So either get rid of some Imps or quickly expand your territory. You need to have Mana reserves that fill steadily after every bout of spell casting to be able to mount any kind of effective offence or defence.
There are two types of Spell in the game. Keeper spells are the ones that require research to learn and Mana from your reserves to cast. Creature spells are ones that are known and unique to the various creatures in the game. These will be used once the creature in question attains the level needed to use them, with a few skills only accessible when you take possession of their puny minds.
During Campaign Mode you will carry over any new spells you researched in the previous realm to the next realm. So make sure you hang about until you have discovered all you can in that realm. Once all available spells have been researched in the Realm, your creatures will start researching upgrades. Once a spell is upgraded, it cost no more mana to cast and has a more profound effect, so its worth keeping some Warlocks constantly researching to get the best spells as quickly as possible.
--------------------------------------------------------------------------
b) KEEPERS SPELL LIST
--------------------------------------------------------------------------
1) CREATE IMP
Mana Cost: 1500 for the first time then +1500 each time its cast (eg: cast first time for 1500 mana, then again for 3000, again for 4500 and so on)
Your most valuable spell. This can be cast on any square of land your other
Imps have claimed. A squad of magical helpers are created at the wave of your evil hand, and once this spell has been upgraded you will create Imps at level
4. They do however consume Mana per turn to stay alive and if your mana drops to zero, they will disappear. If you need a quick mana boost, drop one in your dungeon heart for half the original mana cost back into your reserves.
--------------------------------------------------------------------------
2) THUNDERBOLT
Mana Cost: 6000
A very useful spell early on in the game. If enemies come onto your claimed land you can strike them down with a Thunderbolt. Although it does not do a lot of damage, it can knock powerful enemies to the ground allowing your weaker hordes to swarm on top of them before they can strike. This is very useful against invading armoured foes such as Knights and the Lord of the Land, with judicious use of the Thunderbolt you can provide valuable support to your troops and prevent the tin-clad fools form getting any hits in at all. The upgraded version hits a little harder.
--------------------------------------------------------------------------
3) POSSESSION
Mana Cost: 500
Using this spell you can get inside the head of one of your minions. If you wish to scout out new areas you can do by taking control of any of your creatures. You will get a different view depending on whose head you are inside, for example the Firefly looks through a pair or compound eyes, the
Salamander sees things with a red tinge. You can activate special attacks which are displayed at the top of the screen, and by pressing 7 then clicking on creatures highlighted in pink you can have them join a group and lead them in an attack. Be warned though that being killed while inside the body of a creature costs mana (and is quite disorientating to).
--------------------------------------------------------------------------
4) HEAL
Mana Cost: 5000
Another very handy spell to support your creatures in a melee. If you see a health flower depleting rapidly, cast heal to restore health to that particular creature. This can keep your creatures in battle much longer and it makes them braver to, knowing their all-seeing Keeper is looking after them.
--------------------------------------------------------------------------
5) SIGHT OF EVIL
Mana Cost: 5000
Sight of Evil, reveals a temporary area of land through the Fog of War. Keep casting it around to check out which might be the best places to start mining through. The enhanced version reveals a much wider area.
These bog standard soldiers can add valuable muscle to your often weak forces early in the game. Slow, but well armoured they help bulk out your defensive line in the early stages of campaign mode. They can be intimidating to a few
Goblins and Warlocks so you need to overpower them with force of numbers. They don't take too long to convert, and generally seem to be easy going. Only the
Dark Mistress seems to bring back bad memories so keep them apart. Otherwise they train up and perform guard duty without too much coercion.
--------------------------------------------------------------------------
8) GIANT
Job Class: Fighter
Fighting Style: Blocker
Special Skills: Dwarf chucking
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Trolls
Giants feel like creatures who SHOULD be on your side, but have been duped against you by those sickening Lords of the Land. They are slow, but very intimidating, so once again early on you will need to overpower these beefy beasts with force of numbers, and try and ambush them one at a time. They seem to take special pleasure in squishing your Imps so be careful.
They take some time to convert to your side, but once again provide valuable defensive services early on when you lack the Bile Demon's fragrant charms.
They don't really like to do anything other than train up and raid the hatchery's. They seem to get on with pretty much all your evil minions, but
Trolls seem to be the only ones to rub them up the wrong way. They remain useful recruits right up to the end of Campaign Mode.
(Dwarf Chucking is a hilarious, if rather useless possession skill and its worth keeping a Dwarf around to see it once).
--------------------------------------------------------------------------
9) KNIGHT
Job Class: Fighter
Fighting Style: Blocker
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Knights, Goblins, Trolls
Knights appear quite early on in Campaign Mode and then don't reappear until later in the game. They tend to appear in the levels where you need to do a bit of converting to beef up your army. Although strong and well armoured they are very slow. A gang of Salamanders and Goblins raining quick blows upon one can weaken him quickly. Use your Lighting Spell as well to drop them to the floor, this reduces their threat and makes your creatures bolder.
They take ages to convert, but once onside are almost as good as the Black
Knights you don't get for ages. However they are very grumbly and seem to get testy about being around any of your creatures with a special hatred of Dark
Knights. They tend to rebel if left angry for more than a minute or so, so tend to their complaints quickly. They may seem more trouble than they are worth, but in the early campaigns, they are invaluable.
--------------------------------------------------------------------------
10) ROYAL GUARD
Job Class: Fighter
Fighting Style: Blocker
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Knights
These super-knights only appear at the very end of Campaign Mode. Like normal
Knights they are slow but tough, so need to be ambushed and taken out by groups of faster creatures if possible. They take the longest time to convert and you may need to heal them several times in the chamber. However once onside they are a good as Black Knights (maybe slightly better), but as with normal Knights they don't settle well in your Dungeon and so try and tie up the Campaign level before they start rebelling.
--------------------------------------------------------------------------
b) HERO COMPARISON TABLE
--------------------------------------------------------------------------
Here is a quick look up table collating the various information on each type of
Goodly Hero (yuk). If you use this in conjunction with the creature comparison table you can see who can be intimidated easily by the forces you have at your disposal and those whom you need to watch out for and plan strategy against.
Their threat effectiveness seems to stay the same once they come over to your side.
HERO JOB HEALTH SPEED THREAT FIGHT-STYLE SPELLS/SKILLS
Dwarf Scout Low 7 1 Flanker None
Elven
Archer Fighter Low 5 2 Support Sniper
Wizard Thinker Low 4 2 Support Fireball, Firebomb
Fairy Scout Low 7 3 Flanker Fireburst
Thief Scout Medium 4 3 Flanker Cloak
Monk Thinker High 4 3 Flanker Heal Self, Armour,
Haste, Pray
Guard Fighter Medium 3 6 Blocker None
Giant Fighter High 3 6 Blocker Dwarf Chucking
Knight Fighter High 3 7 Blocker None
Royal
Guard Fighter High 3 8 Blocker None
You'll notice Keeper that although many of the forces of good have lots of health they are in fact very slow. You can maximise the effectiveness of your weaker, but faster troops against them by using the Thunderbolt spell to drop them to the ground.
Royal Guards make superb recruits, fit to stand alongside your Dark Knights and
Angels. Goodly Knights, Guards and Giants make useful additions to your defensive line as well, the rest don't offer anything better than what your own creatures have. So they are best off mulched or skeletonfied. The exception is the Monk, he is unique and you may want to play around with him to see if his excellent support magic offers you an edge you can't get from your own troops.
Just remember, converted heroes annoy your evil denizens and these fallen heroes are unhappy to be rubbing shoulders with the scum of the underworld.
Check out the Dungeon design section for more detailed stuff on making areas to keep converted Heroes happy in.
=========================================================================
************************ 7) MAGIC and MANA ******************************
=========================================================================
Using your hand of evil you can cast spells upon friend or foe. A maximum of
200,000 points of mana can be stored in your Dungeon Heart and it is upon this that you draw your magical energy.
--------------------------------------------------------------------------
a) RESEARCHING SPELLS AND ACCUMULATING MANA
--------------------------------------------------------------------------
Mana is the driving force behind your nefarious schemes. Without Mana you cannot maintain your Imp workforce, you cannot supply power to your traps and you cannot cast spells. With a maximum of 200, 000 to be stored, and some spells taking 25-50,000 to be cast you cannot afford to rely on magic to get you out of every tight spot. But efficiently managed, you can keep generating a steady supply from the following resources:
1) CLAIMED LAND - Every tile of land your Imps claim generates a small amount of mana per turn. The more tiles you claim, the bigger the cumulative effect.
Room tiles do not generate any more Mana than normal floor tiles, so if you can safely excavate a large area, but do not need to build more rooms, do so simply to generate more mana for your hungry Dungeon Heart.
2) MANA VAULTS - Scattered about many levels are mysterious Mana Vaults. These are small craters that give of a blue smoke and will generate 100 Mana per turn for each one you claim. You MUST get your Imps to claim the Vault, simply excavating around it is not enough. If a Vault lies in water, build a bridge to it to allow you Imps to do their thing.
3) INCREASE MANA - You may be lucky enough to excavate a magical item that can give you an instant Mana Boost of several thousand. Keep them stashed in your library until you need to use them.
4) PRAYER - In the final levels you can build Temples and your creatures will pray at them to generate nice quantities of Mana per turn. The amount depends on the creature, but Thinking types such as Warlocks generate more than
Fighters, such as Black Knights. A converted creature will also generate twice as much Mana, with converted Monks being one of the richest sources of Mana via prayer.
So long as you don't get too trigger-happy with your spell-casting finger, you shouldn't have too much trouble managing your reserves. If you are idle and your Mana is dropping rather than rising, then you have more imps and traps than your dungeons size can sustain. So either get rid of some Imps or quickly expand your territory. You need to have Mana reserves that fill steadily after every bout of spell casting to be able to mount any kind of effective offence or defence.
There are two types of Spell in the game. Keeper spells are the ones that require research to learn and Mana from your reserves to cast. Creature spells are ones that are known and unique to the various creatures in the game. These will be used once the creature in question attains the level needed to use them, with a few skills only accessible when you take possession of their puny minds.
During Campaign Mode you will carry over any new spells you researched in the previous realm to the next realm. So make sure you hang about until you have discovered all you can in that realm. Once all available spells have been researched in the Realm, your creatures will start researching upgrades. Once a spell is upgraded, it cost no more mana to cast and has a more profound effect, so its worth keeping some Warlocks constantly researching to get the best spells as quickly as possible.
--------------------------------------------------------------------------
b) KEEPERS SPELL LIST
--------------------------------------------------------------------------
1) CREATE IMP
Mana Cost: 1500 for the first time then +1500 each time its cast (eg: cast first time for 1500 mana, then again for 3000, again for 4500 and so on)
Your most valuable spell. This can be cast on any square of land your other
Imps have claimed. A squad of magical helpers are created at the wave of your evil hand, and once this spell has been upgraded you will create Imps at level
4. They do however consume Mana per turn to stay alive and if your mana drops to zero, they will disappear. If you need a quick mana boost, drop one in your dungeon heart for half the original mana cost back into your reserves.
--------------------------------------------------------------------------
2) THUNDERBOLT
Mana Cost: 6000
A very useful spell early on in the game. If enemies come onto your claimed land you can strike them down with a Thunderbolt. Although it does not do a lot of damage, it can knock powerful enemies to the ground allowing your weaker hordes to swarm on top of them before they can strike. This is very useful against invading armoured foes such as Knights and the Lord of the Land, with judicious use of the Thunderbolt you can provide valuable support to your troops and prevent the tin-clad fools form getting any hits in at all. The upgraded version hits a little harder.
--------------------------------------------------------------------------
3) POSSESSION
Mana Cost: 500
Using this spell you can get inside the head of one of your minions. If you wish to scout out new areas you can do by taking control of any of your creatures. You will get a different view depending on whose head you are inside, for example the Firefly looks through a pair or compound eyes, the
Salamander sees things with a red tinge. You can activate special attacks which are displayed at the top of the screen, and by pressing 7 then clicking on creatures highlighted in pink you can have them join a group and lead them in an attack. Be warned though that being killed while inside the body of a creature costs mana (and is quite disorientating to).
--------------------------------------------------------------------------
4) HEAL
Mana Cost: 5000
Another very handy spell to support your creatures in a melee. If you see a health flower depleting rapidly, cast heal to restore health to that particular creature. This can keep your creatures in battle much longer and it makes them braver to, knowing their all-seeing Keeper is looking after them.
--------------------------------------------------------------------------
5) SIGHT OF EVIL
Mana Cost: 5000
Sight of Evil, reveals a temporary area of land through the Fog of War. Keep casting it around to check out which might be the best places to start mining through. The enhanced version reveals a much wider area.
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