* Upgrade your level 2 creature dwelling as soon as possible: harpy hags have a great base speed (9) and their attacks cannot be retaliated against.
* [[Haste]] your minotaurs/minotaur kings. They are brutes which do a lot of damage and you want them to strike at the enemy as soon as possible.
** Plus, save obstacles, a hasted minotaur king can reach nearly any point of the battle field.
*Spells '''not''' appearing in a [[Dungeon]] [[Mage Guild]] are [[Death Ripple]] (all battlefield damage to living creatures) and [[Animate Dead]] (ressurecting undead) (both more of a [[Necropolis]] thing), [[Prayer]] ([[attack]], [[defense]] and [[speed]] enhancement by 2 or 4 points) and [[Air Elemental]] (one of the four elemental summoning spells).
*The units would, given [[Orb of Vulnerability]] (because of the [[Black Dragon]]s and their [[spell immunity]] to all spells) require 4th level [[Armageddon]], [[Fire Magic]] at Expert and 4 [[spell power]].
*Or, to not damage ones own units, the [[Armageddon's Blade (artifact)]], if tier 7 creatures of [[Rampart]] and some other immune units are not part of the opponent or can be killed later.
*Maybe [[Orb of Vulnerability]] and [[Armageddon's Blade (artifact)]] do not mix in terms of doing [[Armageddon]] on the opponent but not suffering from the battlefield-wide ill effects of the spell.
*Cities with [[Resource Silo]]s that produce +1 Ore and +1 Wood each day like [[Castle]] ([[Angel]]s are +1 gem, [[Archangel]]s are +3 gems), [[Necropolis]] (only [[Ghost Dragon]]s require minerals, 1 mercury each), [[Stronghold]] ([[Ancient Behemoth]]s require 1 crystal) and [[Fortress]] ([[Chaos Hydra]]s require Sulfur) might be better off in the beginning, a [[Dungeon]] town is self-sufficient in terms of minerals with a [[Resource Silo]] only lacking money to profit from level 7 creature growth safe plague.
*Although dungeon is quite expensive, it has good magical capabilities (e.g. [[mana vortex]]) and powerful troops like [[black dragon]]s, which are among the strongest creatures in [[Erathia]].
=== Pros ===
* Two ranged units, both of which have no [[melee penalty]].
* Mana Vortex: doubles your max spell points once a week.
* Black Dragons are potential for "[[Dragogeddon]]" tactic because of their spell immunity. Additionally Warlock gain more power than other hero classes.
* The [[Battle Scholar Academy]] instantly levels-up starting heroes.
* Three powerful heroes: Gunnar with Logistics specialty, and Jeddite and Alamar with [[Resurrection]] spell
* Portal of summoning may be used to gain additional creatures
* The weekly income with [[Capitol]] and the Resource Silo is enough to recruit all the units without any external mines.
=== Cons ===
* Dungeon is quite expensive to build-up.
* [[Manticore and Scorpicore|Manticores and Scorpicores]] are one of the weakest level 6 units.
Dungeon is an evil alignmenttown. As the manual states, dungeons are built by the warlock and overlordhero classes to act as bases from which to wage campaigns of conquest for wealth and power. Similarly minded creatures are attracted as allies. Other dungeon creatures are in thrall to their masters. Dungeon armies are possessed of a variety of long ranged attacks, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies. Dungeon represents Nighon.
Guardian of Earth - (Grail Building) (+12 spell power to defending hero Dungeon special, else 5k Gold each day additionally, +50% creature growth like other Grail buildings)