Path of Wrath
 |
 Beast Den Gold cost: 400 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. |
 |
 |
 Prophecy Mana cost: 175 Conjures a vision, temporarily removing the Fog of War in a large area. Can be used anywhere on the map.
One of the most useful spells early on. Let's you scout out the terrain before you dig into something potentially dangerous. Also helpful in finding secrets and Artefacts. |
 Conduit Gold cost: 750 Greatly increases the speed at which your Workers mine and claim in a large area, and also clears the nearby Fog of War (even over walls). |
 |
 Shackle Mana Upkeep: 75 Shackles an enemy's defence or construct, preventing it from activating or attacking. This effect lasts 10 seconds during which a portion of your mana is locked. This can't affect the same target again for 30 seconds. Can be used anywhere on the map. |
 Enrage Mana cost: 150 Empowers a minion for a short time, making them fearless and increasing their speed and strength, but also making them careless and more vulnerable to attack. Can be used anywhere on the map.
This spell is very useful when you need to deal more damage, and you don't need to worry about your minions dying. |
 Empowered Banshee Mana cost: 100 Mana Upkeep: 100 Calls forth a powered-up Banshee which instinctively hones in on the nearest enemy Dungeon Core, Core Shard or Underhill. It detonates as soon as it encounters an obstacle or is slapped, dealing more damage the more health it has left. Empowered Banshees take a short time to summon, during which they are vulnerable to attack. Can only be used within your own territory. |
 Underminer Gold cost: 1500 A powerful explosive which must be activated to light the fuse. After 10 seconds it will blow up, dealing 125 damage to nearby walls. Three are required to destroy a Fortified Earth wall. |
 Arena Gold cost: 300 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. |
 Outpost Gold cost: 2500 Claims all tiles in a 3x3 area and protects them from being unclaimed by the enemy. In some realms the Construction ritual cannot be used to summon Outposts.
This Construct can help you expand past obstacles. As long as you find neutral dirt that your workers can reach, then you can put an Outpost there to claim the territory and expand your Dungeon. |
 Haste Gold cost: 750 Increases the movement speed of your minions in a small area for 45 seconds. Enemies caught in the area will be slowed down. The effect decays over time. |
 Besiege Empowers your Workers for 20 seconds, massively increasing the speed at which they claim enemy terrain, mine enemy walls, and summon constructs. |
 Moongate Gold cost: 3000 Allows your minions to instantly teleport to your other Moongates or Moongate Shrines. |
 Overload Instantly refills your mana and significantly increases mana regeneration for 10 seconds. |
 Magical Meat Mana cost: 300 Summons plentiful Micropiglets from thin air. These will feed nearby minions and also replenish their health and energy, allowing them to fight for longer before returning home for food and rest. Can be used anywhere on the map. |
 Hellfire Gold cost: 2500 Explodes in a 3x3 area, dealing 300 damage to all blocks and damaging enemies. |
 Revelation Reveals the entire enemy dungeon for 30 seconds. |
 Beast Den Upgrade Upgrades the Beast Den to also attract the Bafu and Shadow. |
 |
 Volcanic Bridge Mana cost: 50 Summons a Volcanic Bridge over Water or Lava. This bridge is Neutral and can be claimed and sold by any Underlord. Can be used anywhere on the map.
This spell is very useful for saving money, the only downside is that your Workers must claim the Volcanic Bridge. Stone Bridges are expensive, but instantly yours, so you save time. |
 Ember Rift Gold cost: 7500 Summons an Ember Demon from the Aetherial Rung of Fire, which will be anchored to this realm by the Rift. When defeated the demon will respawn at the Rift after a short time, as long as the Rift is still intact. Ember Demons don't collect pay or have any needs to fulfil. They can be rallied separately to other minions. |
 Reanimation Gold cost: 1500 Creates Banshees from prisoners, souls (from the Crypt or Well of Souls), and dead or unconscious units. Banshees 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. |
 Armageddon Invokes the wrath of the Underworld upon this realm, dealing massive damage to the walls around all Dungeon Cores, Core Shards and Underhills, including your own. Once triggered it takes 20 seconds to activate. The shockwave lasts for 1 minute, preventing new walls from being built. |
 Construction Channels your productive essence to complete the summoning of all your constructs across the map. If a construct is damaged during the process it will not be built. In some realms Construction cannot be used to summon Outposts. |
 |
 Behemoth The apex of predators with a devastating charge, infernal breath, and extra damage dealt to defences. It also heals extraordinarily quickly outside of combat. Titans do not require food, sleep or pay, and can be rallied separately to other minions. Slap 3 times to dismiss. Can work in the Arena.
You can only have one Titan at a time. Titans are summoned from the Veins of Evil, and summoning a Titan costs 5 Sins. |
 |
|
Path of Greed
 |
 Archive Gold cost: 300 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. |
 Barracks Gold cost: 300 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. |
 |
 |
 Obey Mana cost: 150 Forces the target to ignore their needs and work at an increased rate for 20 seconds. Can be used anywhere on the map.
This is an extremely useful spell. It keeps your minions working faster, and for longer without caring about their needs. Don't overlook the usefulness of this spell, especially early in the game. |
 Tavern Gold cost: 300 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. |
 |
 |
 Sanctuary Gold cost: 500 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. |
 Alchemy Lab Gold cost: 400 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. |
 |
 Avarice Slowly converts your entire mana pool into gold over the course of 30 seconds.
Unlimited funds are at your disposal with this ritual. It may be a bit slow, but it can keep your Vaults filled when other sources of gold are running out. |
 Prospector Reveals all unmined gold, gateways, artefacts and shrines for 30 seconds. |
 Transmutation Gold cost: 1500 Conjures a 3x3 zone of transmutation which adds Fool's Gold to blocks, converts dead minions into golden statues, and damages enemies caught inside. The damage is significantly increased against minions made of gold. Fool's Gold cannot be absorbed by the Aureate Monolith or Colossus. |
 Work-A-Lot Gold cost: 1500 Minions caught within the effect of this potion enter a trance-like state which allows them to work significantly faster for 10 seconds.
The effect of this potion is really good so definitely don't overlook it. You can drastically increase the speed that work is being done. |
 Shockwave Mana cost: 300 Blasts the ground with eldritch energy, knocking back all units including your own. Can only be used within your own territory.
This is the perfect spell for splitting up groups that are attacking your dungeon. Another good use of this spell is to push attackers into your defences. |
 Crypt Gold cost: 375 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. |
 Prison Gold cost: 500 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. |
 Blood Money Mana cost: 50 Transforms a prisoner or unwanted minion within your own territory into a solid gold statue. The amount of gold the statue contains depends on the level and value of the victim.
Very useful in those cases where gold is scarce, but you have a prison and plenty of enemies. |
 Gold Vortex Gold cost: 500 Allows your Workers to deposit gold, which will be magically transported to your nearest Vault or Dungeon Core.
This Construct is best used on either Gold Shrines, or when you are mining gold far away from a Vault. It will greatly cut down on the time your Workers need to move back and forth. |
 Spirit Workers Gold cost: 1500 Spawns 5 temporary Spirit Workers which dig out the dungeon and don't have any needs to fulfil. They also move and work much faster than regular Workers and are impervious to attack; but they cannot unclaim enemy tiles or dig out their walls. Spirit Workers summoned from potions only have a short lifespan.
This potion is one of the most powerful potions you can brew. Spirit Workers can dig and claim territory so fast that it can give you a significant advantage. Since the Spirit Workers are impervious to damage, they can also prevent enemies from claiming rooms or shrines no matter how big the attack. |
 Wisdom Juice Gold cost: 4500 Shares a generous splash of distilled experience between all minions caught in the blast.
This potion can be helpful in leveling up some minions quicker, especially while they are still at lower levels. |
 Stone Bridge Gold cost: 500 Grants your minions safe passage across Water or Lava, and expands your dungeon to new shores. Defences can be built on it too. |
 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. |
 Spirit Chamber Gold cost: 500 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. |
 Torture Chamber Gold cost: 800 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. |
 Barracks Upgrade Allows Gnarlings to work the props within the Barracks, increasing the speed at which your minions earn experience. |
 |
 Uprising Converts all souls stored in your Crypt into an undead army of Wraiths, which cause as much harm as possible before slowly fading back into the Aether. They can be rallied separately to other minions.
This ritual can be very powerful if you have a large crypt filled with corpses. You can swarm the enemy, which will make it much easier for your other minions to do real damage. In many cases, Uprising alone can cripple the enemy. |
 Aureate Monolith Gold cost: 2500 Transforms anything that dies nearby into a golden statue, which can then be mined for gold. Can be activated to drain all gold from the surrounding area (except Fool's Gold created with the Transmutation potion), but this will destroy the Monolith. |
 |
 Mana Vault Gold cost: 5000 Grants 50 additional maximum mana up to a max of 2000, but this will be lost if the Mana Vault is destroyed. |
 Vampire Spawns a Vampire, the most vicious minion in the Underworld, after you make 3 sacrifices at your Sanctuary Altar. Only intelligent minions are acceptable - Beasts and summoned minions will not suffice. Vampires are afflicted by an insatiable appetite for the living: they will only feed on living minions from the Prison, or whatever minions are available if there are no prisoners. |
 Thunderling Gold cost: 12500 Summons a Thunderling, a powerful elemental demon which heavily damages and stuns nearby enemies. Thunderlings don't train or have any needs, and can be rallied separately to other minions. Slap 3 times to dismiss. Locks 250 mana. |
 Wormhole Gold cost: 7500 Opens a vortex which lasts for 5 seconds, teleporting all units friend or foe back to your Dungeon Core. But the violent forces will destroy all walls around your Core. |
 |
 Archon A long-dead mage which drains the life force of its enemies, and raises an army of Revenants from the corpses of fallen foes and allies alike. Titans do not require food, sleep or pay, and can be rallied separately to other minions. Slap 3 times to dismiss. Can work in the Archive.
You can only have one Titan at a time. Titans are summoned from the Veins of Evil, and summoning a Titan costs 5 Sins. |
 Colossus A powerful golden warrior which crushes its enemies with its fists, and turns anything that dies nearby into a golden statue. It also absorbs gold from the surrounding area - including statues of its own creation - sending it directly to the owner's Vault. Golden minions can only be healed with the Gild spell. Titans do not require food, sleep or pay, and can be rallied separately to other minions. Slap 3 times to dismiss. Can work in the Barracks.
You can only have one Titan at a time. Titans are summoned from the Veins of Evil, and summoning a Titan costs 5 Sins. |
 |
|
Path of Sloth
 |
 Foundry Gold cost: 400 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. |
 |
 Bone Chiller Gold cost: 2500 Mana Upkeep: 15 Emits a chilling mist that reduces the movement speed of enemies in a large area. Can be activated to unleash an icy blast which stuns them for a short time. |
 Blade Lotus Gold cost: 1250 Mana Upkeep: 5 The Blade Lotus will slice, dice, and knock back enemies within melee range. Toggle to inactive mode to keep it hidden so enemies pass over it, allowing you to trap them by reactivating it after they pass. |
 |
 Forge Mana cost: 250 Repairs a defence or adds a Defence Part to a defence blueprint. Can only be used within your own territory.
Cast this spell on your defences before they are destroyed. The same effect can be obtained by manually dropping defence parts on a damaged defence. But if you don't already hold defence parts in your Hand of Evil, then casting this spell is faster. |
 Portcullis Gold cost: 1750 A mighty door which only lets friendly minions through. Unlike other doors it doesn't need supporting walls, so can be chained together to defend large openings in your dungeon. Can be locked to stop friendly minions passing. Doors count towards room Prop Efficiency (like Fortified Walls). |
 |
 Garrison Gold cost: 750 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. |
 Augrum Wall Gold cost: 500 Replaces a claimed tile with an incredibly strong Fortified Augrum Wall, which is highly resistant to damage. Takes a short time to unpack once complete.
After being fully constructed, it turns into a an actual wall with 750 health. |
 Infernal Urn Gold cost: 1500 Mana Upkeep: 10 Breathes a torrent of flame at nearby enemies, setting them alight for a few seconds. Can also be activated to break the urn, which defuses nearby Brimstone (so it can be mined out), sells nearby Underminers, and banishes nearby Ember Demons back to their Rifts. |
 Fortify Instantly fortify and repair all walls adjacent to your claimed territory. |
 Quick Freeze Gold cost: 1500 Freezes a 3x3 area completely solid for a short time, freezing and disabling all minions and tiles including your own, and instantly killing Ember Demons. Everything affected remains invulnerable for the duration.
Useful for temporarily keeping an attacking force at bay. |
 Annex Mana cost: 75 Digs out a wall tile or claims a ground tile adjacent to your own territory. Takes multiple casts to dig out a gold tile. Cannot be cast on walls or tiles claimed by an enemy.
This spell can be useful in speeding up the work of your Workers. You can help with digging, or directly claim neutral territory. |
 Gargoyle Gold cost: 5000 Mana Upkeep: 10 A grotesque statue which fires a debilitating beam of energy at all foes in front of it, increasing the damage they take from other sources. Its aim can also be rotated by 90 degrees at a time. |
 Midas Door Gold cost: 5000 A solid gold door which only lets friendly minions through. Can be closed to make it impenetrable, using your gold reserves to pay the demon inside for any damage the door takes; when you can no longer pay the price it will be destroyed. Must be built between two walls. Doors count towards room Prop Efficiency (like Fortified Walls). |
 Alchemine Gold cost: 500 Creates a booby trap when a potion is placed inside it. The potion will explode and unleash its effects if an enemy gets too close. After depositing a potion you can pick it up again or slap to detonate it. |
 Foundry Upgrade Triples the number of Defence Parts you can store within the Foundry. |
 Rampart Gold cost: 3000 A protective barrier that can be placed around your existing defences, blocking movement and providing a large defensive boost. |
 Sentinel Gold cost: 5000 A mechanical golden knight which once activated will tirelessly fight without need for rest or food, but will command a hefty sum at Payday. Can be activated manually, or it will activate automatically if an enemy gets too close. Golden minions can only be healed with the Gild spell. |
 Frost Weaver Gold cost: 2000 Summons a sturdy Frost Weaver to defend the area where it is spawned, but it will gradually melt away over time. It will freeze nearby enemies to dramatically reduce their movement and attack speeds. Frost Weavers don't collect pay or have any needs to fulfil. Won't respond to Rally flags.
Keeping one or two of this potion in your Alchemy Lab is not a bad idea as they can be used to quickly defend against an unexpected attack. While the Frost Weaver keep the enemy occupied, you get the time you need to ready a proper defense. |
 Assembly Completes the assembly of all defences throughout your dungeon over time. However each Sentinel can only take 5 Defence Parts from Assembly.
With this ritual you can instantly complete a large amount of defences. Keep this ritual ready, then place lots of defences, and finally activate the ritual to complete the defences. |
 |
 Well of Souls Gold cost: 7500 Mana Upkeep: 30 This necrotic vessel will drain the life force of enemies that wander near, forming it into ghastly Revenants to defend your dungeon. Stores up to 5 Revenants which can be released by activating the Well. Revenants will burst forth on their own when the Well is full.
The Well of Souls will work through walls, which means you can construct devilish corridors to force your enemies to walk through while taking damage. They also work well any place where you can put them behind a corner so enemies can't damage them easily. |
 Glacial Door Gold cost: 5000 An icy door which only lets friendly minions through. Can be locked to gradually encase the door and neighbouring walls in ice, increasing its health and rendering the walls highly resistant to damage. Must be built between two walls. Doors count towards room Prop Efficiency (like Fortified Walls).
When locked it also turns connecting walls into Glacial Wall with 900 Health. |
 Storm Vortex Gold cost: 7500 Mana Upkeep: 30 Hurls powerful bolts of lightning at nearby enemies. Can be activated to toggle Vortex mode, which warps enemies back to their Dungeon Core. However the vortex is unstable so the defence will take damage each time it sends an enemy through, based on the strength of the victim (enemy Workers cause no damage).
The Storm Vortex is extremely powerful, and several of these can hold back a surprising amount of attackers, especially when powered up by a Garrison. |
 |
 Eternal As ancient as it is young, the indestructible Eternal can absorb the damage dealt to its owner's Dungeon Core. Its time-warp field also slows down enemies that come too close, and its wall-like stature protects its allies. Titans do not require food, sleep or pay, and can be rallied separately to other minions. Slap 3 times to dismiss. Can work in the Foundry.
You can only have one Titan at a time. Titans are summoned from the Veins of Evil, and summoning a Titan costs 5 Sins. |
 |
|