Dungeon
Towns | |
---|---|
Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
The dungeon town is an evil alignment town type with overlord and warlock hero classes. The dungeon towns are built 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.
Although dungeon is quite expensive, it has good magical capabilities (e.g. mana vortex) and powerful troops like black dragons, which are among the strongest creatures in Erathia.
Structures
Blacksmith
The Blacksmith has no Ammo Cart (Inferno, Stronghold, Tower only) and no First Aid Tent (Fortress,Rampart,Necropolis only) just a Ballista.
Ressource Silo
Dungeon towns Resource Silos produce 1 Sulfur each day.
A Red Dragon costs 2500 gold and 1 additional Sulfur,a Black Dragon 4000 gold and 2 additional Sulfur.
Castle (Angels are +1 gem, Archangels are +3 gems), Necropolis (only Ghost Dragons require minerals, 1 mercury each), Stronghold (Ancient Behemoths require 1 crystal) and Fortress (Chaos Hydras require Sulfur) with +1 Ore and +1 Wood might be better off in the beginning - but a Dungeon town is selfsufficient in terms of minerals with a Resource Silo only lacking money to profit from creature growth safe plague.
Spells
The Mage Guild has a high assortment of spells.
Spells in the Mage Guild on full extension level would be 5 of 1st level, 4 of 2nd level, 3 of 3rd level, 2 fourth level, 1 fifth level ,depending on Mage Guild extension level (1 to 5).
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).
A Tower town would have an optional Library and one spell per level more with this optional Library building, a Conflux town would have all spells learned on visit given expert Wisdom and a Grail building.
A Fortress or Stronghold town would only have spells up to and including 3rd level. A Castle town would only have spells up to and including 4th level.
Dungeon-Specific Buildings
- Artifact Merchants (like Tower and Conflux towns)
- Portal of Summoning (unique Dungeon feature, get creatures from a flagged neutral dwelling)
- Mana Vortex (unique Dungeon feature, +100% mana and capacity (until the mana runs out, like a Magic Spring) to one hero every 7 days)
- Battle Scholar Academy (unique Dungeon feature, like a learning stone)
- 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)
Creature dwellings
- Warren 14x Troglodyte (50 gold, 700 gold/week) or Infernal Troglodyte (65 gold, 900 gold/week) each week
- Harpy Loft 8x Harpy (130 gold, 1040 gold/week) or Harpy Hag (170 gold, 1360 gold/week) each week
- Pillar of Eyes 7x Beholder (250 gold, 1750 gold/week) or Evil Eye (280 gold,1960 gold each week)
- Chapel of Stilled Voices 4x Medusa (300 gold, 1200 gold/week) or Medusa Queen (330 gold, 1320 gold each week)
- Labyrinth 3x Minotaur (500 gold, 1500 gold each week) or Minotaur King (575 gold, each 1725 gold/week)
- Manticore Lair 2x Manticore (850 gold, 1700 gold/week) Scorpicore (1050 gold, 2100 gold each week)
- Dragon Cave 1x Red Dragon (2500 gold, 1 sulfur each week) or Black Dragon (4000 gold, 2 sulfur each week)
a full creature assortment of a weekly Dungeon town creature growth, all 7 levels, upgraded is 13365 gold, 2 sulfur, which would, given Orb of Vulnerability (because of the Black Dragons 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))
Heroes
Dungeon | |||||||||||
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Overlords | |||||||||||
Lorelei | |||||||||||
Arlach | |||||||||||
Dace | |||||||||||
Ajit | |||||||||||
Damacon | |||||||||||
Gunnar | |||||||||||
Synca | |||||||||||
Shakti | |||||||||||
Mutare | |||||||||||
Mutare Drake | |||||||||||
Warlocks | |||||||||||
Alamar | |||||||||||
Jaegar | |||||||||||
Malekith | |||||||||||
Jeddite | |||||||||||
Geon | |||||||||||
Deemer | |||||||||||
Sephinroth | |||||||||||
Darkstorn | |||||||||||
Towns | |||||||||||
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Template:Herotable Template:Herotablerow Dungeon |} List of all heroes
Creatures
Dungeon creatures | |||||||||||||||
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Level 1 | |||||||||||||||
Troglodyte | |||||||||||||||
Infernal Troglodyte | |||||||||||||||
Level 2 | |||||||||||||||
Harpy | |||||||||||||||
Harpy Hag | |||||||||||||||
Level 3 | |||||||||||||||
Beholder | |||||||||||||||
Evil Eye | |||||||||||||||
Level 4 | |||||||||||||||
Medusa | |||||||||||||||
Medusa Queen | |||||||||||||||
Level 5 | |||||||||||||||
Minotaur | |||||||||||||||
Minotaur King | |||||||||||||||
Level 6 | |||||||||||||||
Manticore | |||||||||||||||
Scorpicore | |||||||||||||||
Level 7 | |||||||||||||||
Red Dragon | |||||||||||||||
Black Dragon | |||||||||||||||
Towns | |||||||||||||||
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Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Troglodyte Troglodyte | 1 | 4 | 3 | 1 | 3 | 5 | 4 | 14 | 59 | 50 | Immune to Blinding | ||
Infernal Troglodyte Infernal Troglodyte | 1+ | 5 | 4 | 1 | 3 | 6 | 5 | 14 | 84 | 65 | Immune to Blinding | ||
Harpy Harpy | 2 | 6 | 5 | 1 | 4 | 14 | 6 | 8 | 154 | 130 | Flying, Strike and return | ||
Harpy Hag Harpy Hag | 2+ | 6 | 6 | 1 | 4 | 14 | 9 | 8 | 238 | 170 | Flying, Strike and return, No enemy retaliation | ||
Beholder Beholder | 3 | 9 | 7 | 3 | 5 | 22 | 5 | 7 | 336 | 250 | Ranged (12 shots), No melee penalty | ||
Evil Eye Evil Eye | 3+ | 10 | 8 | 3 | 5 | 22 | 7 | 7 | 367 | 280 | Ranged (24 shots), No melee penalty | ||
Medusa Medusa | 4 | 9 | 9 | 6 | 8 | 25 | 5 | 4 | 517 | 300 | Ranged (4 shots), No melee penalty, Petrify | ||
Medusa Queen Medusa Queen | 4+ | 10 | 10 | 6 | 8 | 30 | 6 | 4 | 577 | 330 | Ranged (8 shots), No melee penalty, Petrify | ||
Minotaur Minotaur | 5 | 14 | 12 | 12 | 20 | 50 | 6 | 3 | 835 | 500 | Positive Morale | ||
Minotaur King Minotaur King | 5+ | 15 | 15 | 12 | 20 | 50 | 8 | 3 | 1068 | 575 | Positive Morale | ||
Manticore Manticore | 6 | 15 | 13 | 14 | 20 | 80 | 7 | 2 | 1547 | 850 | Flying | ||
Scorpicore Scorpicore | 6+ | 16 | 14 | 14 | 20 | 80 | 11 | 2 | 1589 | 1050 | Flying, Paralyze | ||
Red Dragon Red Dragon | 7 | 19 | 19 | 40 | 50 | 180 | 11 | 1 | 4702 | 2500 | 1 | Dragon, Flying, Breath attack, 1-3 lvl spells immunity | |
Black Dragon Black Dragon | 7+ | 25 | 25 | 40 | 50 | 300 | 15 | 1 | 8721 | 4000 | 2 | Dragon, Flying, Breath attack, Magic immunity, Hates Titans |
Additional Information
- Alignment: Evil
- Native Terrain: Subterranean
Pros
- Strong units
- Two powerful ranged units, both of which have no melee penalty.
- Mana Vortex: Doubles your max spell points once a week.
- Can successfully do the famous "Dracageddon" tactic thanks to fast and powerful Black Dragons and Warlocks with high Spell Power.
- The Battle Scholar Academy instantly levels up your starting heroes and can contribute to your seasoned heroes as well.
- Three overpowered heroes: Jeddite, Alamar (both resurrection Speciality) and Gunnar (Logistics speciality)
- Portal of summoning (See comments below)
- Best creature ratio (see comments below)
- The weekly income with Capitol and the Resource Silo is completely enough to recruit all the units without any external mines.
Cons
- It is quite expensive to play as it needs many resources. This is especially noticeable on Impossible difficulty, because the Pillar of Eyes cost of one of each of the precious resources (Gems, Crystal, Sulfur and Mercury), which can be very hard to come up with early on.
- Manticore/Scorpicore is arguably the weakest Level 6 unit (or the Wyvern is).
- Along with Rampart town, this town has the hardest to build level 7 unit as all the lower level units plus the mage guild level 2 have to be built (compared to Portal of glory that doesn't require mage guild and can be built wothout level 3 and level 6 creature dwelling).
Comments
Overall, probably the Dungeon is the best town, as the advantages greatly overcome the inconvenients.
Best creature ratio:
- 3 flying (2 of them are level 6 and 7!)
- 2 good shooters.
This makes sieges much easier.
Very useful (maybe overpowered) abilities:
- Harpies with haste act as a ranged unit with no range penalty (no retaliation, ranged, melee).
- There are 2 units who have 20% chance to petrify (like Blind, a paralysing spell) an enemy.
- Black dragons are completely immune to all spells thus cannot be blinded, slowed etc. or damaged by spells (also immune to positive spells such as bless or resurrection but overall the spell immunity has more positive than negative outcomes).
- Portal of summoning: Manage wisely your dwellings and don't occupy the very fist Warren you encounter. If you have a higher level dungeon dwelling relatively close to your town (this occurs very often on random maps), this building is a great atvantage. For example if you have a Dragon Cave, and that is you ONLY dwelling, your weekly Dragon growth jumps from 2 to 5 (+1 in town because of the dwelling, the 1 that you purchase from the dwelling and the 1 that you buy from the portal).
Town Costs
["Basic" includes Citadel, Castle & any prerequisites: "Upgrades" also includes prerequisites]
Resource | Basic | Upgrades | All |
---|---|---|---|
39900 | 26500 | 112400 | |
56 | 36 | 142 | |
66 | 31 | 142 | |
5 | 9 | 32 | |
15 | 12 | 45 | |
10 | 12 | 40 | |
30 | 34 | 82 | |
Troop cost/week: | 27205 4 |