Encyclopedia

Spells, traps & doors

Every overlord spell, trap and door tier, with the numbers the game uses.

Spells

Paid in mana. Each Library level trims cooldowns by 3% (up to 30%); the Conclave branch makes every spell 20% cheaper.

  • Heal

    20 manacooldown 12 s

    Instantly heals every wounded unit near the clicked spot.

  • Call to Arms

    30 manacooldown 15 s

    Every warrior and hero rallies to the clicked spot and holds it for a while.

  • Create Imp

    35 manano cooldown

    Conjures a new imp at the clicked spot, paid in mana instead of gold. Stays armed — click again to make more, click the spell button (or Escape) to stop.

  • Lightning

    45 manacooldown 20 s

    Strikes every enemy near the clicked spot with direct damage.

  • Freeze

    30 manacooldown 18 s

    Slows every enemy near the clicked spot for a few seconds — buys time, deals no damage.

  • Ward

    40 manacooldown 24 s

    Shields the Heart for 120 damage (absorbed before HP is touched) for 25s or until the shield breaks, whichever comes first. Proactive, unlike Heal — it stops damage before it lands instead of undoing it after.

  • Curse

    25 manacooldown 16 s

    Weakens every enemy near the clicked spot — 50% less damage dealt for 6s. Doesn't slow them or hurt them, just softens every hit they land.

  • Transmute

    30 manacooldown 8 s

    Converts mana into 10 gold at a deliberately poor rate — an emergency valve for mana sitting idle, never a real income plan.

  • Researched Spell

    35 manacooldown 20 s

    Unlocked by finishing Library research. Placeholder effect (reuses the Lightning mechanism: damages every enemy near the clicked spot) — which spell this actually becomes, and its real cost/effect, is an owner decision.

    Locked

Traps

Paid in gold. Placed on a dug floor tile outside a room; single use.

  • Spike Trap

    25 goldDamage 40

    Deals 40 damage to the first monster that steps on it, then breaks. Single use, and Demolish takes one back without a refund.

  • Toxin Trap

    35 goldDamage per second 8

    Poisons every monster within 1.5 tiles of the first one that steps on it — 8 damage/sec for 4s each, then breaks. Hits a clustered pack, not just whoever triggered it.

  • Snare Trap

    20 goldRoot time 3 s

    Roots the first monster that steps on it in place for 3s — a full stop, not a slow — then breaks. Deals no damage.

Doors

Paid in gold. Monsters must bash through; your own units walk past.

  • Wooden Door

    40 gold120 HP · bash ×1.00 · 120 effective

    Blocks monsters (120 HP) but lets your own units through. Cannot be placed where it would seal off the only way past, and the 40 gold never comes back — a broken or dismantled door refunds nothing.

  • Iron Door

    100 gold400 HP · bash ×1.00 · 400 effective

    Banded iron: 400 HP, over three times a wood door, for two and a half times the gold. The cheapest way to buy a lot of door.

    Untuned

  • Warded Door

    220 gold300 HP · bash ×0.35 · 857 effective

    Wards soak 65% of every blow, so its 300 HP outlasts an iron door twice over. Buy it for the one tile that must hold, not for a whole corridor.

    Untuned