War for the Overworld Guide

Veins of Evil

The Veins of Evil

Veins of Evil is where you can spend Sins to unlock Aspects. The Veins of Evil are divided into three branches: Wrath, Greed, Sloth. Wrath focuses primarily on aspects that are useful for aggressive tactics. Wrath is also the path that leads to the Behemoth Titan. Greed is a more general path, while also containing economic focused aspects. Both the Archon and Colossus Titans are available in the path of Greed. Sloth is a highly defensive path where you will find all defences and some other related aspects. The Eternal Titan is available in the path of Sloth. It is entirely your choice if you want to focus primarily on one branch, or split your aspect unlocks between all three. With enough time you can unlock everything, so you will never lock yourself out of options except for the Titans. You can only have one Titan at a time, but all other Aspects can eventually be unlocked all together.

An Aspect can be a new room, spell, construct, defence, ritual, or potion. The Veins of Evil is also where you can obtain one of the Titan units. As stated above, Aspects are unlocked with Sins. Since it takes time to generate Sins, it becomes a strategic decision to pick which Aspects to unlock first. Only a few Aspects are available for unlocking early on, but as you spend Sins to unlock Aspects then more of the other Aspects will become available for unlocking. What this means is that you can't pick the more powerful Aspects early on, but you need to work your way through the Veins of Evil before the more powerful Aspects become available.

Note that in some levels, especially campaign levels, you often start with many Aspects already unlocked. Previously unlocked Aspects in a campaign tend to remain unlocked through the rest of the campaign. In these situations, the Veins of Evil frequently play a lesser role. But it is still important for unlocking Titans. This can make for interesting strategies in those levels where you start with most Aspects already unlocked, in those levels you can usually unlock a Titan within the starting minutes, allowing you can rush an enemy early with the help of a Titan.

Sins

In order to unlock Aspects in the Veins of Evil you will need Sins. You usually start each level with a small amount of Sins available, and more Sins will slowly generate over time. However, this automatic generation is slow and will become even slower over time. To generate Sins faster, build an Archive. In the Archive, your minions can research Sins. All Aspects cost one Sin to unlock, except for the Titans which cost 5 Sins each.

You do not normally begin with the Archive available, but must unlock it by spending a Sin in the Veins of Evil. For this reason, you should make sure to spend one of your starting Sins on the Archive so you can start generating Sins faster. If you don't do this, you are likely to have a slower start where you risk falling behind enemies, or being unprepared for early attacks.

Aspects

Always available (unless specifically disabled in a level):

Rooms:
Vault

Vault

Gold cost: 100

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

Lair

Gold cost: 200

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

Slaughterpen

Gold cost: 200

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

Wooden Bridge

Gold cost: 200

Grants your minions easy passage across Water and expands your dungeon to new shores. Cannot be built on Lava.

Spells:
Recall

Recall

Teleports a minion back to the safety of your dungeon. If during the 5-second channel time the target is attacked, the spell will be interrupted. Cast on Warband icons to recall the entire group. Can be used anywhere on the map.

Don't underestimate this spell. Recalling large groups of minions by casting it on Rally Flags are extremely useful if you need to do something fast.

Possession

Possession

Seizes a minion's mind so you can see the world through their eyes and control their actions. The host becomes empowered and has increased combat effectiveness. Press Spacebar or Escape to relinquish control. Can be used anywhere on the map.

Single powerful units can become almost unstoppable when you are controlling them with this spell.

Unclaim

Unclaim

Removes your ownership or fortification of a tile, shrine or gateway.

This is useful in those cases where you have an ally and you want to relinquish control over something to your ally.

Summon Worker

Summon Worker

Mana cost: 50
Mana Upkeep: 50

Creates an additional Worker for you to command. Each Worker summoned beyond your default 5 will lock 50 mana. Can only be used within your own territory.

Note that some game modes let you have more than 5 workers before it starts locking mana.

Lightning

Lightning

Mana cost: 100

Calls down a thunderous bolt of energy, damaging and stunning a single enemy. Can only be used within your own territory.

Your default offensive spell. Very useful in helping to defend against invasions on your territory.

Heal

Heal

Mana cost: 200

Shares a handful of healing around all of your injured minions in the area. Can be used anywhere on the map.

Keep this ready when your minions are attacking the enemy.

Gild

Gild

Gold cost: 500

Consumes 500 gold from your Vault and transfers it to the target minion, which reduces the amount they take at their next Payday. This is also the only way to heal golden Sentinels and the Colossus. Can be used anywhere on the map.

Rituals:
Sacrifice

Sacrifice

Begin this ritual and then sacrifice 3 minions to the dark god Mendechaus, by dropping them on the Sanctuary Altar. Mendechaus may choose to be generous in return.

Defences:
Wooden Door

Wooden Door

Gold cost: 500

A simple door which only lets friendly minions through, but can be locked to stop them passing. Must be built between two walls. Doors count towards room Prop Efficiency (like Fortified Walls).

Bombard

Bombard

Gold cost: 1500

Launches flaming iron balls at nearby foes. Can be activated to toggle Overdrive mode which increases attack speed, but it will damage the Bombard with each attack.

Constructs:
Replacement Earth

Replacement Earth

Gold cost: 150

Replaces a ground tile with an Earth tile.

This construct is very useful, and a true blessing. You can fix mistakes in your Dungeon design, close up holes made by tunneling enemies, and even place strategic walls in combination with defences.

The ones that must be unlocked with Sins during gameplay:

Path of Wrath
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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.

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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

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).

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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

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

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

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

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

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

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

Besiege

Empowers your Workers for 20 seconds, massively increasing the speed at which they claim enemy terrain, mine enemy walls, and summon constructs.

Moongate

Moongate

Gold cost: 3000

Allows your minions to instantly teleport to your other Moongates or Moongate Shrines.

Overload

Overload

Instantly refills your mana and significantly increases mana regeneration for 10 seconds.

Magical Meat

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

Hellfire

Gold cost: 2500

Explodes in a 3x3 area, dealing 300 damage to all blocks and damaging enemies.

Revelation

Revelation

Reveals the entire enemy dungeon for 30 seconds.

Beast Den Upgrade

Beast Den Upgrade

Upgrades the Beast Den to also attract the Bafu and Shadow.

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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

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

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

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

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.

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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.

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Path of Greed
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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

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.

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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

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.

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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

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.

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Avarice

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

Prospector

Reveals all unmined gold, gateways, artefacts and shrines for 30 seconds.

Transmutation

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

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

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

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

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

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 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

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

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

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

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

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

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

Barracks Upgrade

Allows Gnarlings to work the props within the Barracks, increasing the speed at which your minions earn experience.

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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

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.

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Mana Vault

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

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

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

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.

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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

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.

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Path of Sloth
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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.

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Bone Chiller

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

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.

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Forge

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

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).

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Garrison

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

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

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

Fortify

Instantly fortify and repair all walls adjacent to your claimed territory.

Quick Freeze

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

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

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

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

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

Foundry Upgrade

Triples the number of Defence Parts you can store within the Foundry.

Rampart

Rampart

Gold cost: 3000

A protective barrier that can be placed around your existing defences, blocking movement and providing a large defensive boost.

Sentinel

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

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

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.

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Well of Souls

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

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

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.

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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.

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