Alarm Trap
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This trap sounds an alarm when a hero walks over it, alerting your nearby creatures of an enemy intrusion.
Cost: 500 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: No
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Boulder Trap
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The trap is triggered when an enemy creature is close to it and within its line of sight. The boulder then starts rolling towards them.
When the boulder reaches a wall, it will bounce off in a random direction. After some time, the boulder breaks up and is destroyed.
You can also set off the trap at any time by slapping it and by careful aiming you can change the boulder's direction by slapping it as it's in motion.
Cost: 1500 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: Yes
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Fear Trap
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Strikes fear into the hearts of all but the toughest of Knights or largest groups of enemies. This will slow down any assaults
into your territory.
Cost: 750 gold
Mana Upkeep: 5 per turn, 125 to fire
Damages Friendly: No
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Fireburst Trap
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The Granddaddy of the trap world; this extravagantly priced gadget emits a blast of magically powered fire in an expansive radius.
Any enemy creatures caught within the Fireburst can expect to take some serious punishment.
Cost: 6000 gold
Mana Upkeep: 10 per turn, 250 to fire
Damages Friendly: No
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Freeze Trap
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If a group of enemy creatures comes within range of this trap, then an icy blast of freezing magic explodes and paralyses them.
Creatures caught within this blast are unable to move or fight. As an added bonus,
any creature that is low on health when caught in a Freeze Trap shatters and, thus, perishes.
Cost: 1500 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: No
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Gas Trap
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This trap releases toxic vapours when activated, slowly draining the health of creatures around it.
Bile Demons, Warlocks, and undead creatures are immune to poison gas.
Cost: 600 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: Yes
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Guard Post Trap
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A less expensive alternative to the Guard Room. Any enemies that enter its radius of detection will signal an alarm for your nearby
creatures to come to defend.
Cost: 500 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: No
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Jack in the Box Trap
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Added to Dungeon Keeper 1.7, the Jack In The Box trap is a trap that looks like a magical item. When Imps try to take it,
it jumps up and scares them to death. Then it becomes the Jack creature, which heads directly for the Dungeon Heart.
Once there, it explodes and damages the heart and any creatures nearby.
Cost: 10000 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: No
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Lightning Trap
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When sprung, this trap will throw bolts of lightning at nearby enemies. Damage will be higher if it strikes creatures in water.
Cost: 3000 gold
Mana Upkeep: 125 per turn, 375 to fire
Damages Friendly: No
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Sentry Trap
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A squat cannon that fires bolts of magical energy at approaching enemy creatures.
Cost: 1000 gold
Mana Upkeep: 5 per turn, 250 to fire
Damages Friendly: No
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Spike Trap
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One of the more immediate traps available to you, the Spike Trap houses an array of needle-sharp metal spikes that impale any
creature unlucky enough to tread on it.
Cost: 750 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: No
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Trigger Trap
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This trap is used to set off other traps that are out of range, or to set off a number of traps all at the same time and at the same target.
If positioned wisely, Trigger Traps enable you to co-ordinate your other traps to launch fearsome multiple offensives on single enemy targets.
Cost: 300 gold
Mana Upkeep: 5 per turn, 0 to fire
Damages Friendly: No
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