Dungeon: Difference between revisions
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!colspan=2| Troop cost/week: !!colspan=2| 27205 {{Gold}} + 4 {{Sulfur}} | !colspan=2| Troop cost/week: !!colspan=2| 27205 {{Gold}} + 4 {{Sulfur}} | ||
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===Common buildings=== | ===Common buildings=== | ||
{{Common buildings|Dungeon|Ballista|+1 {{S}}|bs1=|bs2=[[file: Death Ripple.png|Death Ripple|link=Death Ripple]]|bs3=[[file:Animate Dead.png|Animate Dead|link=Animate Dead]]|bs4=[[file: prayer.png|Prayer|link=Prayer]]|bs5=[[file: Summon Air Elemental.png|Summon Air Elemental|link=Summon Air Elemental]]{{---}}{{---}}}} | {{Common buildings|Dungeon|Ballista|+1 {{S}}|bs1=|bs2=[[file: Death Ripple.png|Death Ripple|link=Death Ripple]]|bs3=[[file:Animate Dead.png|Animate Dead|link=Animate Dead]]|bs4=[[file: prayer.png|Prayer|link=Prayer]]|bs5=[[file: Summon Air Elemental.png|Summon Air Elemental|link=Summon Air Elemental]]{{---}}{{---}}}} | ||
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{{ | {{user commentary| | ||
* Upgrade the level 2 creature dwelling as soon as possible: [[Harpy Hag]]s have a huge speed increase (6->9) and gain no retaliation. | * Upgrade the level 2 creature dwelling as soon as possible: [[Harpy Hag]]s have a huge speed increase (6->9) and gain no retaliation. | ||
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* There is no hero with [[Medusa and Medusa Queen|Medusa]] specialty, unlike other towns which have heroes specializing in 4th level units. It's not a big problem, but Medusas still might want to be buffed, as they are rather slow, often forced into melee due to low amount of shots and lack of [[Ammo Cart]], and generally weaker than [[Swordsman and Crusader|Crusaders]] and [[Vampire and Vampire Lord|Vampire Lords]]. | * There is no hero with [[Medusa and Medusa Queen|Medusa]] specialty, unlike other towns which have heroes specializing in 4th level units. It's not a big problem, but Medusas still might want to be buffed, as they are rather slow, often forced into melee due to low amount of shots and lack of [[Ammo Cart]], and generally weaker than [[Swordsman and Crusader|Crusaders]] and [[Vampire and Vampire Lord|Vampire Lords]]. | ||
* Overlords cannot learn [[Water Magic]], therefore being unable to cast Bless on the entire army, while many Dungeon units have significant damage range (especially Harpies and Minotaurs). | * Overlords cannot learn [[Water Magic]], therefore being unable to cast Bless on the entire army, while many Dungeon units have significant damage range (especially Harpies and Minotaurs). | ||
}} | }}{{end of user commentary}} | ||
== See also == | == See also == |
Revision as of 17:47, 18 May 2021
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Dungeon is an evil alignment town with warlock and overlord hero classes. Dungeon represents Nighon.
"Dungeons towns are built by Warlock and Overlord hero types 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 range attacks, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies." RoE manual
Dungeon's native terrain is subterranean.
Dungeon creature dwellings
- Warren - (Troglodyte, Infernal Troglodyte)
- Harpy Loft - (Harpy, Harpy Hag)
- Pillar of Eyes - (Beholder, Evil Eye)
- Chapel of Stilled Voices - (Medusa, Medusa Queen)
- Labyrinth - (Minotaur, Minotaur King)
- Manticore Lair - (Manticore, Scorpicore)
- Dragon Cave - (Red Dragon, Black Dragon)
Dungeon specific buildings
- Artifact Merchants - (allows heroes to buy or sell artifacts)
- Portal of Summoning - (unique building, get creatures from a flagged neutral dwelling)
- Mana Vortex - (unique building, +100% mana and mana capacity to one hero every 7 days)
- Battle Scholar Academy - (unique building, gives +1000 experience to any visiting hero)
- Guardian of Earth - (Grail Building) (+12 spell power to defending hero, +5k gold, +50% creature growth)
- Mushroom Rings - (Troglodyte horde building, +7/week)
Dungeon building tree


Resource | Basic | Upgrades | All |
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39900 | 26500 | 112400 |
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56 | 36 | 142 |
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66 | 31 | 142 |
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5 | 9 | 32 |
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15 | 12 | 45 |
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10 | 12 | 40 |
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30 | 30 | 82 |
Troop cost/week: | 27205 ![]() ![]() |
Common buildings
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||||||||||||
Village Hall | Village Hall (existing) |
Fort | Fort
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Tavern | Tavern
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Mage Guild level 1 | Mage Guild level 1
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File:Town Hall large.gif | Town Hall
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Citadel | Citadel
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Marketplace | Marketplace
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Mage Guild level 2 | Mage Guild level 2
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City Hall | City Hall
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Castle | Castle
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Resource Silo | Resource Silo ()
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Mage Guild level 3 | Mage Guild level 3
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Capitol | Capitol
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Blacksmith |
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Mage Guild level 4 | Mage Guild level 4
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Mage Guild level 5 | Mage Guild level 5
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Total Common Buildings: |
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Total Mage Guild: |
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Heroes
[Switch to Shadow of Death]
Banned secondary skills
Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.
Template:SS and Template:SS are not available for overlords.
Template:SS, Template:SS and Template:SS are not available for warlocks.
Creatures
+ colspan = 14 style="background-color:#Template:Blue 0; font-size: 120%; color:white; height:28px;" | Dungeon creatures | |||||||||||||
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Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
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1 | 4 | 3 | 1 | 3 | 5 | 4 | 14 | 59 | 50 ![]() |
Immune to Blinding | |
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1+ | 5 | 4 | 1 | 3 | 6 | 5 | 14 | 84 | 65 ![]() |
Immune to Blinding | |
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2 | 6 | 5 | 1 | 4 | 14 | 6 | 8 | 154 | 130 ![]() |
Flying, Strike and return | |
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2+ | 6 | 6 | 1 | 4 | 14 | 9 | 8 | 238 | 170 ![]() |
Flying, Strike and return, No enemy retaliation | |
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3 | 9 | 7 | 3 | 5 | 22 | 5 | 7 | 336 | 250 ![]() |
Ranged (12 shots), No melee penalty | |
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3+ | 10 | 8 | 3 | 5 | 22 | 7 | 7 | 367 | 280 ![]() |
Ranged (24 shots), No melee penalty | |
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4 | 9 | 9 | 6 | 8 | 25 | 5 | 4 | 517 | 300 ![]() |
Ranged (4 shots), No melee penalty, Petrify | |
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4+ | 10 | 10 | 6 | 8 | 30 | 6 | 4 | 577 | 330 ![]() |
Ranged (8 shots), No melee penalty, Petrify | |
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5 | 14 | 12 | 12 | 20 | 50 | 6 | 3 | 835 | 500 ![]() |
Positive Morale | |
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5+ | 15 | 15 | 12 | 20 | 50 | 8 | 3 | 1068 | 575 ![]() |
Positive Morale | |
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6 | 15 | 13 | 14 | 20 | 80 | 7 | 2 | 1547 | 850 ![]() |
Flying | |
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6+ | 16 | 14 | 14 | 20 | 80 | 11 | 2 | 1589 | 1050 ![]() |
Flying, Paralyze | |
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7 | 19 | 19 | 40 | 50 | 180 | 11 | 1 | 4702 | 2500 ![]() |
1 ![]() |
Dragon, Flying, Breath attack, 1-3 lvl spells immunity |
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7+ | 25 | 25 | 40 | 50 | 300 | 15 | 1 | 8721 | 4000 ![]() |
2 ![]() |
Dragon, Flying, Breath attack, Magic immunity, Hates Titans |
User Commentary
- Upgrade the level 2 creature dwelling as soon as possible: Harpy Hags have a huge speed increase (6->9) and gain no retaliation.
- Upgrading Medusas to Medusa Queens is more crucial than Beholders to Evil Eyes, because a Medusa Queen has eight instead of four shots, while a Beholder already has twelve. Getting an Ammo Cart (from Inferno's, Stronghold's or Tower's Blacksmith, or at a War Machine Factory), will help a lot, since Medusa Queen's eight shoots are still not sufficient for a fierce battle.
- Bless your Harpies/Harpy Hags (Dungeon has a 19% chance to get Bless). Harpies/Harpy Hags have damage range 1–4. Instead of on average 2.5, with basic (advanced) Water Magic they will consistently do 4 (5) damage, a 60% (100%) increase. Similarly, Curse the enemy's Harpies/Harpy Hags (Slow would also be useful since Harpy Hags have a decent speed).
- 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. In addition a hasted Minotaur King can reach nearly any point of the battlefield given no obstacles.
- Spells not appearing in a Dungeon Mage Guild are Death Ripple (damage to all living creatures) and Animate Dead (resurrecting 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).
- Dungeon is expensive to build, has good magical capabilities (e.g. Mana Vortex and level 5 Mage Guild) and powerful troops like black dragons, which are among the strongest creatures in Erathia.
- If there is a high level creature dwelling on the map which can be conquered early, it may be beneficial to wait flagging other creature dwellings. This allows to recruit the high level creatures every week from both the Portal of Summoning and the dwelling itself. The Portal of Summoning selects its units every week randomly from all creature dwellings you have flagged. For example, if there are Red Dragons and Troglodytes available on the adventure map, it may be beneficial to not flag the Troglodyte dwelling for at least some weeks to recruit more Dragons.
Pros
- Two ranged units, both of which have no melee penalty.
- Mana Vortex: doubles your max spell points once a week.
- Black Dragons are candidates for the "Dragogeddon" tactic because of their spell immunity. Additionally, Warlocks gain more Spell Power than other hero classes.
- Harpy Hags are among the best 2 level units.
- 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.
- Manticores are one of the weakest level 6 units, and even when upgraded to Scorpicores they are significantly weaker than Naga Queens or Dread Knights.
- Difficult to build level 7 creature dwelling.
- Basic Pillar of Eyes which is level 3 creature dwelling requires each type of resource, and is necessary to build all higher level creature dwellings, making Dungeon possibly the worst town for playing on Impossible level.
- There is no hero with Medusa specialty, unlike other towns which have heroes specializing in 4th level units. It's not a big problem, but Medusas still might want to be buffed, as they are rather slow, often forced into melee due to low amount of shots and lack of Ammo Cart, and generally weaker than Crusaders and Vampire Lords.
- Overlords cannot learn Water Magic, therefore being unable to cast Bless on the entire army, while many Dungeon units have significant damage range (especially Harpies and Minotaurs).