Rooms
All Underlords need to construct rooms to make a Dungeon. Rooms will attracts minions that can carry out your dark designs, and rooms will also let you unlock more powers. Some rooms will function at any size, but most rooms need to be of a specific size to be functional. Any room that has workable props need to be minimum 3 by 3 squares. This is because all props need to be surrounded by tiles of the same room. Rooms with props can also be made to be more efficient if a fortified wall or door is within 2 tiles, including on the diagonals.
Underlord Rooms
Dungeon Core
The Heart of your Dungeon, if it is destroyed then you are banished from the realm. The Core can store up to 16,000 gold on the tiles surrounding it. If you want to store more gold then you need to build a Vault.
Protect it at all costs to prevent your destruction. When facing enemy Underlords, look for easy ways to attack their Core.
The Core will look different depending on what theme you play with.
Vault
Cost per tile: 100 gold
Each Vault tile stores 1000 Gold. Effective at any size.
This room is vital if you want to store more gold than the 16,000 that you Core can hold. Neither the size or shape have any effect on the Vault, so it can easily fit anywhere you have the space. Even single tiles perform their function.
Lair
Cost per tile: 200 gold
A homely room for your intelligent minions to rest in and recover their health. Unconscious minions will be returned to their Lair by your Workers. All intelligent minions require a Lair, and the room is effective at any size.
If you don't have a Lair, your intelligent minions will start complaining so make sure you have enough Lair space for your minions. Each tile can house a single minion, size or shape does not matter so it can be fit wherever you have space.
It is ideal to have Minions lair close to their usual work, perhaps even multiple smaller lairs suitable for different minions.
Slaughterpen
Cost per tile: 200 gold
Where an endless supply of Micropiglets are bred. Beasts will happily eat straight from the Slaughterpen, but your intelligent minions prefer the meat to be cooked in the Tavern first. High-level intelligent minions may get angry if they are forced to eat from the Slaughterpen for extended periods of time.
Must be at least 3 by 3 tiles in size to function.
Wooden Bridge
Cost per tile: 200 gold
Grants your minions easy passage across Water and expands your dungeon to new shores. Cannot be built on Lava.
Archive
Cost per tile: 300 gold
Allows magically-inclined minions to research Sins to spend in the Veins of Evil, as well as unlock the mysteries of Artefacts found in the map. Attracts the Cultist.
One of the most important rooms to get early.
Must be at least 3 by 3 tiles in size to function.
Attracts one minion per prop.
Archive Upgrade
Allows twice as many minions to research each bookshelf within the Archive.
This is useful when you attract more units that can work in the Archive, such as Necromancers and Witch Doctors.
Barracks
Cost per tile: 300 gold
Gives your intelligent minions a place to hone their combat skills. Training is less effective for higher level minions. Attracts the Gnarling.
Must be at least 3 by 3 tiles in size to function.
Attracts one minion per prop.
Barracks Upgrade
Allows Gnarlings to work the props within the Barracks, increasing the speed at which your minions earn experience.
Tavern
Cost per tile: 300 gold
Gives your intelligent minions a place to eat and be entertained, encouraging them to part with their hard-won gold. Your Workers refill the Spit Roast with meat from the Slaughterpen (or you can refill it with prisoners and unwanted minions). High-level minions may get angry if there is no Tavern and they are forced to eat from the Slaughterpen for extended periods of time.
Must be at least 3 by 5 tiles in size to function as it requires at least two props.
Arena
Cost per tile: 300 gold
Allows the Beastmaster to train your Beasts or any intelligent minions you drop into the pit. Prisoners dropped in the pit will be swiftly executed, granting a large bounty of experience to all involved. Toggle the switch in the corner of the room to prevent the Beastmaster from starting duels. Attracts the Beastmaster.
Note that Vampires will sate their need for blood while fighting in the Arena. Very useful if you don't have a sufficient stock of prisoners to feed your Vampires.
Crypt
Cost per tile: 375 gold
Stores the souls of fallen minions and heroes, after your Workers have dragged their bodies onto the Pyres. Your Necromancers can consume these souls to summon Ghouls, or they can be used to power the Uprising ritual and Reanimation potion - toggle the switch in the corner of the room to turn Ghoul Summoning off if you want to save them for this purpose. Prisoners and unwanted minions can also be dropped onto the Pyres to provide souls. Attracts the Necromancer.
Beast Den
Cost per tile: 400 gold
A Lair for Beasts, who can enter through the gaping portal in this room. The larger the Den the more Beasts will join your dungeon, although the returns diminish eventually. Having additional individual Beast Dens is no more effective than having one large Beast Den.
The Beast den attracts the Skarg and Oculus.
Beast Den Upgrade
Upgrades the Beast Den to also attract the Bafu and Shadow.
Foundry
Cost per tile: 400 gold
A place for your minions to produce defence parts. Attracts the Chunder.
Must be at least 3 by 3 tiles in size to function.
Attracts one minion per prop.
Foundry Upgrade
Triples the number of Defence Parts you can store within the Foundry.
Alchemy Lab
Cost per tile: 400 gold
Allows your Crackpots to brew foul Potions for you to drop upon ally and enemy alike. Attracts the Crackpot.
Must be at least 3 by 3 tiles in size to function.
Each minion attracted requires at least 1.5 props, but a functional room never attracts less than two minions.
Sanctuary
Cost per tile: 500 gold
The unholiest place in the dungeon, where your minions can channel powerful rituals that have game-changing effects. You can also sacrifice minions upon the Altar in the name of the dark god Mendechaus, who may bless you with something in return. Attracts the Cultist.
Prison
Cost per tile: 500 gold
A place to imprison enemy units; Workers will drag unconscious foes here. Prisoners can be used to a variety of ends, such as in the Crypt or Torture Chamber. Beasts cannot be imprisoned.
Stone Bridge
Cost per tile: 500 gold
Grants your minions safe passage across Water or Lava, and expands your dungeon to new shores. Defences can be built on it too.
Spirit Chamber
Cost per tile: 500 gold
Where Witch Doctors channel the experience of fallen warriors into your minions, for a rather large gold cost. This behaviour can be toggled off using the switch in the corner of the room. Spirits from the Torture Chamber can also be dropped onto minions here to transfer their experience to a new host. Attracts the Witch Doctor.
Must be at least 3 by 3 tiles in size to function.
Each minion attracted requires at least 1.5 props, but a functional room never attracts less than two minions.
Garrison
Cost per tile: 750 gold
Creates a protective aura over a large area which reveals the Fog of War, strengthens walls so they are highly resistant to explosions, and fortifies defences, granting them a damage boost and repairing them over time. Attracts the Augre, which is needed to keep the aura active.
Must be at least 3 by 3 tiles in size to function.
Each minion attracted requires at least 1.5 props, but a functional room never attracts less than two minions.
Torture Chamber
Cost per tile: 800 gold
The screams echoing from this room are testament to the pain within. Prisoners can be dropped onto the Torture Racks and converted to your cause or simply executed; toggle the Racks between Corruption (purple) to convert them, and Execution (orange) to release their Spirits for other uses. Unwanted minions can be dropped onto the Racks to be executed. Attracts the Succubus, which is required to corrupt prisoners.
Must be at least 3 by 3 tiles in size to function.
Each minion attracted requires at least 1.5 props, but a functional room never attracts less than two minions.
Other Rooms
Toybox
Room to house enemies in My Pet Dungeon mode. Players can grab enemies and drop them anywhere in the map (they are replaced automatically). Players use the Level Selector prop to adjust enemy combat Level. Right click the prop to access the edit tool for each of the 10 waves the player can spawn.
Royal Carpet
Untarnished carpet only for the most egocentric of rulers.
Appears in Empire outposts. Can be claimed.
Granite Bridge
An indestructible bridge that cannot be sold or destroyed.
Can be claimed.
Phaestian Road
Cannot be claimed by Underlords - it is protected by a powerful defensive charm.
Appears in the second level in the Heart of Gold campaign.
Natural Bridge
An indestructible bridge that cannot be sold or destroyed.
Can be claimed.
Toybox Gateway
My Pet Dungeon enemy waves spawn from here.
Underworld Gateway
Allows intelligent minions to enter the owner's dungeon. Additional Gateways increase the total number of minions attracted.
It is important to find and claim a Gateway early so you can attract minions to your Dungeon.
Overworld Gateway
Allows Empire minions to enter the Underworld.
Empire Gateways can be destroyed to stop invasions. Neutral Overworld Gateways can be claimed to attract Empire units.
Underhill
Control more of these than the enemy to launch Aetherial balls of energy at their Dungeon Core.
Appears in King of the Underhill matches.
Core Shard
A fragment of the owner's Dungeon Core. If all their Shards are destroyed their Dungeon Core will be lost.
Appears in Core Shard matches.
Gold Shrine
Can be mined for infinite gold; the owner must tag it to tell their Workers to mine it. Although the supply is unlimited, gold is mined at a much slower rate than with regular mining. The rate is also not influenced by Worker efficiency boosts such as the Work-A-Lot potion or Obey spell.
Incantation Shrine
Reduces the mana cost of its owner's spells by 40%. This ancient shrine was built by the creatures of the Underworld in readiness for a coming Underlord.
Manufacturing Shrine
Produces a Defence part every 15 seconds. Stores a maximum of 8 parts.
Moongate Shrine
Allows the owner's units to instantly teleport to other owned Moongates or Moongate Shrines.
Nether Shrine
Summons Banshees which instinctively hone in on the nearest enemy Dungeon Core, Core Shard or Underhill. They detonate as soon as they encounter an obstacle or are slapped, dealing more damage the more health they have left. Banshees are resurrected at the shrine after they explode.
Perception Shrine
Grants vision of the surrounding area.
Research Shrine
Can be worked by a minion to generate Sins at an incredible pace.
Siege Shrine
Empowers your Workers, allowing them to destroy enemy Fortified Walls with ease.
Mana Shrine
Grants 250 additional maximum mana up to a max of 2000, but this can be lost if the shrine is claimed by an enemy. This ornate tree grew from the seeds dropped by intrepid explorers.