Somebody attacked me with level 10 Black Riders this week and killed 2 level 7 Dark Elves in one attack. He stole about 600 gold, but I can excavate that easily.

Here's the strategy part:

  • I was online when he attacked a second time with his Black Riders. Somehow, my level 7 Devilers took tons of damage, but none of them died.
  • I knew he would come back for at least 1 more attack, so I removed ALL of my creatures from defense. It's better to lose a 1k-2k in gold than to lose any more mid-level creatures.
  • So he waltzes in with some level 14 Black Riders...You are a WORM! The enemy strolled into your dungeon, encountered no resistance and strolled back out with 618 Gold.....
  • Not a bad haul for Black Riders
  • Then about 1 minute later, he comes back for his 4th attack. But this time, it's with Imps! You are a WORM! The enemy strolled into your dungeon, encountered no resistance and strolled back out with 940 Gold.....


His last attack was with 8 Imps (level 5-6). I was surprised to see such low level Imps from such a high level Keeper. I also wonder if I could have seen his 3rd attack and put enough creatures back on defense before his 4th attack. That would have been awesome!

If the defender has NO creatures on defense, the defense report will say "You are a WORM! The enemy strolled into your dungeon, encountered no resistance and strolled back out with (amount of gold)".

If the defender has creatures on defense, but you did not encounter anything, the battle report will say "Your defenses could really use some improvement, the enemy relieved you of (amount of gold)".

Keep that in mind. Maybe you will find a target with zero defenses and you can pull off one of those fantastic Imp attacks.

I ended up taking an unplanned break from the DignFight Strategies blog from about Christmas to New Years Eve. My original plan was to post all of the doors, traps, and spells by the end of 2007. Since today is the 31st, I decided that I had better get moving if I want to stick to the deadline.

The remaining traps and doors have been posted this morning. Sometime in the past week, the Elite Imps have been busy on their public forum posting information for nearly all of the remaining spells. The rest of the spell updates will be posted by tomorrow night (New Year's Day 2008).

I altered the post dates of 2 traps (Barricade & Brake Trap)so that they appear in the order that the traps are "discovered" in-game.

Description: Y enemy creatures suffer X points of damage

Fire Trap
# of Traps Research Time (in hours) Research Costs RequirementsTinker Time (in hours) Tinker Costs X
1?6000/Wizard

Library 13x13,
Workshop 14x14,
Lightning Trap

?6000/Troll1*(5-7)
2   ?6000/Troll2*(7-10)
3   ?8485/Troll3*(9-12)
4   ?10392/Troll4*(10-14)
5   ?12000/Troll5*(11-16)
6   ?13416/Troll6*(12-17)
7   ?14697/Troll7*(13-19)
8   ?15875/Troll8*(14-20)
9   ?16971/Troll9*(15-21)
10   ?18000/Troll10*(16-22)
11   ?18974/Troll11*(17-23)
12   ?19900/Troll12*(17-24)


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Y enemy creatures suffer X points of damage

Lightning Trap
# of Traps Research Time (in hours) Research Costs RequirementsTinker Time (in hours) Tinker Costs Y(X)
1?4500/Wizard

Library 11x11,
Workshop 12x12,
Indy Trap

?4500/Troll1*(3-5)
2   ?4500/Troll2*(4-7)
3   ?6364/Troll3*(5-9)
4   ?7794/Troll4*(6-10)
5   ?9000/Troll5*(7-11)
6   ?10062/Troll6*(7-12)
7   ?11023/Troll7*(8-13)
8   ?11906/Troll8*(8-14)
9   ?12728/Troll9*(9-15)
10   ?13500/Troll10*(9-16)
11   ?14230/Troll11*(10-17)
12   ?14925/Troll12*(10-17)



Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Increases field coverage by X%

Secret Gate
# of Traps Research Time (in hours)Research Costs RequirementsTinker Time (in hours)Tinker Costs X
118003500/Wizard

Magic Gate,
Library 7x7,
Workshop 8x8

9003500/Troll+18%
2   9003500/Troll+25%
3   14624950/Troll+31%
4   19426062/Troll+36%
5   ?7000/Troll+40%
6   ?7826/Troll+44%
7   ?8573/Troll+48%
8   ?9260/Troll+51%
9   ?9899/Troll+54%
10   ?10500/Troll+57%
11   ?11068/Troll+60%
12   ?11608/Troll+62%


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Increased field coverage by X%

Magic Gate
# of Traps Research Time Research Costs (in hours)RequirementsTinker Time (in hours)Tinker Costs X
113503000/Wizard

Steel Gate,
Library 6x6,
Workshop 7x7

6753000/Troll+15%
2   6753000/Troll+21%
3   10974243/Troll+26%
4   ?5196/Troll+30%
5   ?6000/Troll+34%
6   ?6708/Troll+37%
7   ?7348/Troll+40%
8   ?7937/Troll+42%
9   ?8485/Troll+45%
10   ?9000/Troll+47%
11   ?9487/Troll+50%
12   ?9950/Troll+52%


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Increases field coverage by X%

Steel Gate
# of Traps Research Time (in hours) Research Costs RequirementsTinker Time (in hours) Tinker Costs X
110502500/Wizard

Reinforced Gate,
Library 5x5,
Workshop 6x6

5252500/Troll+10%
2   5252500/Troll+14%
3   8533536/Troll+17%
4   ?4330/Troll+20%
5   ?5000/Troll+22%
6   ?5590/Troll+24%
7   ?6124/Troll+26%
8   ?6614/Troll+28%
9   ?7071/Troll+30%
10   ?7500/Troll+32%
11   ?7906/Troll+33%
12   ?8292/Troll+35%

Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Iron Maiden Requirements

  • Prison 10x10
  • Torture Chamber 10x10


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 4061160%451030000
2 4471160%48101500.33
3 5071265%510153000.66
4 5281265%6121545001
5 5591370%6142060001.33
6 60101372%7162275001.66
7 63101474%7192490002
8 67111477%82127105002.33
9 71121579%92329120002.66
10 75121582%92532135003
11 79131684%102734150003.33
12 82141687%103037165003.66
13 86141789%113239180004
14 90151792%123442195004.33
15 94161894%123644210004.66

Description: All enemy creatures suffer X points of damage

Indy Trap
# of Traps Research Time Research Costs RequirementsTinker Time Tinker Costs Y/X
1?4000/Wizard

Library 10x10,
Workshop 10x10,
Trigger Trap

?4000/Troll12*(1-2)
2   ?4000/Troll12*(1-3)
3   ?5657/Troll12*(2-3)
4   ?6928/Troll12*(2-4)
5   ?8000/Troll12*(2-4)
6   ?8944/Troll12*(2-5)
7   ?9798/Troll12*(3-5)
8   ?10583/Troll12*(3-6)
9   ?11314/Troll12*(3-6)
10   ?12000/Troll12*(3-6)
11   ?12649/Troll12*(3-7)
12   ?13266/Troll12*(3-7)


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Enemy creatures suffer a malus (penalty) of X to their range.

Brake Trap
# of Traps Research Time (in hours) Research Costs RequirementsTinker Time (in hours) Tinker Costs X
124001500/Wizard

?

12001500/Troll1
2   12001500/Troll1
3   ?2121/Troll2
4   ?2598/Troll2
5   ?3000/Troll2
6   ?3354/Troll2
7   ?3674/Troll3
8   ?3969/Troll3
9   ?4243/Troll3
10   ?4500/Troll3
11   ?4743/Troll3
12   ?4975/Troll3



Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Y enemy creatures suffer X points of damage.

Trigger Trap
# of Traps Research Time Research Costs RequirementsTinker Time Tinker Costs Y/X
124003500/Wizard

Library 9x9,
Workshop 8x8,
Nest of Thorns

12003500/Troll1*(1-4)
2   12003500/Troll2*(1-6)
3   ?4950/Troll3*(2-7)
4   ?6062/Troll4*(2-8)
5   ?7000/Troll5*(2-9)
6   ?7826/Troll6*(2-10)
7   ?8573/Troll7*(3-11)
8   ?9260/Troll8*(3-11)
9   ?9899/Troll9*(3-12)
10   ?10500/Troll10*(3-13)
11   ?11068/Troll11*(3-13)
12   ?11680/Troll12*(3-14)


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Decsription: Increases field coverage by X%

Reinforced Gate
# of Traps Research Time (in hours)Research Costs RequirementsTinker Time (in hours)Tinker Costs X
17502000/Wizard

Wooden Gate,
Library 4x4,
Workshop 5x5

3752000/Troll+7%
2   3752000/Troll+10%
3   6092828/Troll+12%
4   ?3464/Troll+14%
5   ?4000/Troll+16%
6   ?4472/Troll+17%
7   ?4899/Troll+19%
8   ?5292/Troll+20%
9   ?5657/Troll+21%
10   ?6000/Troll+22%
11   ?6325/Troll+23%
12   ?6633/Troll+24%


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Y enemy creatures suffer X points of damage.

Nest of Thorns
# of Traps Research Time Research Costs RequirementsTinker Time Tinker Costs Y/X
121003000/Wizard

Library 9x9,
Workshop 8x8,
Alarm Trap,
Poisonous Gas Trap

10503000/Troll1*(2-3)
2   10503000/Troll2*(3-4)
3   ?4243/Troll3*(3-5)
4   ?5196/Troll4*(4-6)
5   ?6000/Troll5*(4-7)
6   ?6708/Troll6*(5-7)
7   ?7348/Troll7*(5-8)
8   ?7937/Troll8*(6-8)
9   ?8485/Troll9*(6-9)
10   ?9000/Troll10*(6-9)
11   ?9487/Troll11*(7-10)
12   ?9950/Troll12*(7-10)


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

English Server Down?



I'm a bit quick to pull the trigger on DignFight server trouble. I've been having trouble connecting to the English server for the past 10 minutes or so (although 10 minutes is very short, anything delays more than 1 minute are rare for the DignFight site. I can't get to the English forums either (see screenshot)

My "walkthrough account" on the German server seems fine. Hopefully everything will be back up within a few hours.

Reset: Battlefront





It sucks to be me...

Somewhere between the rank of 2000 and 3000, a few Keepers decided that I would make a good target. It might have something to do with the fact that I was usually carrying 6k - 10k in gold, my creature score is only 1/4 my dungeon score, and my dungeon coverage is 0%. I don't blame them, I would attack somebody like that too.

3 Keepers, 14 attacks and my total lost gold is 3829.

It doesn't matter that my lowest ranked Deviler is level 5 and the rest are level 8! Naturally, I counter-attacked and got back some of my gold, but then Myconos and Dila struck back. This has the potential to become a personal war...something that I definitely DO NOT WANT.

My dungeon is 497 fields. Half of my Devilers are currently in training to reach level 8, I have a few level 5 Wizards and 3 level 1 Dark Elves. With just barely enough creatures to fill one troop, I can actually get 29% coverage (145 fields).

Even with the great progress on my dungeon, my army is somewhat underdeveloped. I accomplished my previous goals of upgrading to a 5x5 Arena (to get 10 training spots and access to level 10 creatures)and building enough Chicken Farms and Sleeping quarters to accomodate 12 Dark Elves. I started recruiting a few Dark Elves instead of a 2nd group of Devilers.

If I can dig fast enough to finance the training, I absolutely MUST:

  • finish training my Devilers to level 8
  • recruit 12 Dark Elves
  • concentrate on training at 6 Dark Elves at a time...up to about level 7 for defense
  • use the remaining 4 training spots to slowly train Devilers and Imps to level 10

Increase field coverage by X%

Wooden Gate
# of Traps Research Time (in hours)Research Costs RequirementsTinker Time(in hours) Tinker Costs X
14501500/Wizard

?

2251500/Troll+5%
2   2251500/Troll+7%
3   3652121/Troll+9%
4   ?2598/Troll+10%
5   ?3000/Troll+11%
6   ?3354/Troll+12%
7   ?3674/Troll+13%
8   ?3969/Troll+14%
9   ?4243/Troll+15%
10   ?4500/Troll+16%
11   ?4743/Troll+17%
12   ?4975/Troll+17%


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Description: Increases field coverage of each creature by X.

Alarm Trap
# of Traps Research Time Research Costs RequirementsTinker Time Tinker Costs X
118003000/Wizard

Watcher Trap,
Secret Gate,
Library 8x8,
Workshop 7x7

9003000/Troll+2
2   9003000/Troll+3
3   ?4243/Troll

+3

4   ?5196/Troll+3
5   ?6000/Troll+4
6   ?6708/Troll+4
7   ?7348/Troll+5
8   ?7937/Troll+6
9   ?8485/Troll+6
10   ?9000/Troll+6
11   ?9487/Troll+7
12   ?9950/Troll+7


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

It's the holidays and preparing the Spells, Doors, and Traps posts is keeping me pretty busy. If I can keep up with the schedule (2 posts per day), I should be able to get all of the Spells, Doors, and Traps info posted before the end of the year.

After taking a look at the Clan Affiliation List and seeing that the list hasn't changed much since I started posting it, I'm going to tone it down and only post the list once a month. This will hopefully give me some time to do more work on a high score database that I've been thinking about and maybe even launch a companion site (don't hold your breath).

I couldn't wait for my last 3 Devilers to level-up, so I sent 3 Wizards and 9 Devilers (all level 5) on a 12-attack looting spree. My first 2 attacks were learning experiences (not very successful). But after that, I realized that the key is to attack Keepers that have a creature score that is about 1/3 or less than their dungeon score AND the highest gold score in range.

Why this works:

  • low creature score: We don't want to encounter any defense
  • 3:1 dungeon score to creature score ration - these Keepers are busy upgrading their rooms, even if they have "advanced" creatures", their level is low and they haven't recruited many creatures.
  • high gold score: if you only attack once, rich Keepers usually don't retaliate, they are too busy digging. if their gold score is too low, you won't bring back your full carrying capacity
  • there is lots of movement in this part of the high score list. once you move into the Top 300, you will probably be stuck with the same opponents, but for any rank below 300, you will probably never see your victims again (no retaliation)

My recent post about Quicksand made an impression on somebody in the official DignFight forums. Empyrean wanted to know if my post about Quicksand was accurate. I have edited the wording a little to more accurately express my opinion about the spell.

If you reduce the range of your enemy's creatures and attack first, the range advantage is only worthwhile if you can kill one of the enemy before they can deal damage. If you attack first and all 12 of the enemy army survives to deal damage in combat, it doesn't matter who attacked first.

Most of you probably know how difficult it can be to kill a creature in combat, here are 2 of my recent encounters involving creatures of VERY different levels.



I almost killed 2 more Goblins and the 4 others that took damage weren't in very good health, but you would think that 10 mid-level Devilers could kill more lvl 1 creatures than this.

As for the Deviler battle report, the first thing I want to say is that leaving 7 Devilers on defense was a mistake...I was training Devilers and forgot that this group was so under-staffed. At least a 5-level advantage, 12 vs 7 creatures...an active Burning Eye and my coverage at the time was worth a defense bonus of +10%. The best the enemy could do was hit 1 of my Devilers for 26 damage (leaving 14 hit points).

My point is:

  • at a casting cost of 1000 gold and a duration 1 hour, it's difficult to make a profit when attacking and casting this spell

  • if you can kill 1 opponent before they can "counter-attack", your creatures are probably powerful enough to not need the help of Quicksand

  • if you are fighting creatures of a similar level, you're chances of killing any of them are slim

Description: Y enemy creatures suffer X points of damage.

Poisonous Gas Trap
# of Traps Research Time Research Costs RequirementsTinker Time Tinker Costs Y/X
116502500/Wizard

Library ?x?,
Workshop 8x8,
Watcher Trap

8252500/Troll1*(1-3)
2   8252500/Troll2*(1-4)
3   ?3536/Troll3*(2-5)
4   ?4330/Troll4*(2-6)
5   ?5000/Troll5*(2-7)
6   ?5590/Troll6*(2-7)
7   ?6124/Troll7*(2-8)
8   ?7071/Troll8*(2-8)
9   ?7500/Troll9*(3-9)
10   ?7906/Troll10*(3-9)
11   ?8292/Troll11*(3-10)
12   ?8660/Troll12*(3-10)

Mummy Requirements

  • Casino 9x9
  • Prison 8x8


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 203760%131020000
2 224760%15101000.33
3 245765%27152000.66
4 266765%291530001
5 286870%3112040001.33
6 307972%3132250001.66
7 3281074%4152460002
8 3491177%4172770002.33
9 36101179%5192980002.66
10 38101282%5213290003
11 40111284%62334100003.33
12 42121387%62537110003.66
13 44131489%72738120004
14 46141492%72942130004.33
15 48141594%83144140004.66

Effect: Y enemy creatures suffer X points of damage.

Watcher Trap
# of Traps Research Time (hours)Research Costs RequirementsTinker Time (hours)Tinker Costs Y/X
115002400/Wizard

Library 7x7,
Workshop 6x6,
Watchtower

7502400/Troll1*(1-2)
2   7502400/Troll2*(1-3)
3   ?3394/Troll3*(2-3)
4   ?4157/Troll4*(2-4)
5   ?4800/Troll5*(2-4)
6   ?5367/Troll6*(2-5)
7   ?5879/Troll7*(3-5)
8   ?6350/Troll8*(3-6)
9   ?3788/Troll9*(3-6)
10   ?7200/Troll10*(3-6)
11   ?7589/Troll11*(3-7)
12   ?7960/Troll12*(3-7)


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Villain Requirements

  • Arena 10x10
  • Casino 8x8


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 265860%154022000
2 285960%26401100.33
3 305965%28452200.66
4 3461065%3105033001
5 3661070%3125044001.33
6 3961172%4145455001.66
7 4171174%4155766002
8 4471277%5176077002.33
9 4671279%5196388002.66
10 4981382%6216699003
11 5281384%6236911003.33
12 5481487%72472121003.66
13 5781489%72675132004
14 5991592%82878143004.33
15 6291594%83081154004.66

Black Rider Requirements

  • Arena 4x4
  • Guard-room 9x9


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 3561060%361024000
2 3871060%38101200.33
3 4271165%310152400.66
4 4671265%4101536001
5 5081270%4122048001.33
6 5481372%4132260001.66
7 5791374%5152472002
8 6191477%5162784002.33
9 6591579%5182996002.66
10 69101582%61932108003
11 73101684%62034120003.33
12 76111787%62237132003.66
13 80111789%62339144004
14 84111892%72542156004.33
15 88121894%72644168004.66

Effect: Increases coverage of each creature by X.



Watchman
# of Traps Research Time (hours)Research CostsRequirementsTinker Time (hours)Tinker CostsX
110502400/WizardBarricade, Library 7x7, Workshop 5x55252400/Troll+1
2   5252400/Troll+1
3   8533394/Troll+2
4    4157/Troll+2
5    4800/Troll+2
6    5367/Troll+2
7    5879/Troll+3
8    6350/Troll+3
9    6788/Troll+3
10    7200/Troll+3
11    7589/Troll+3
12    7960/Troll+3


Note: As you build more of the same Door or Trap, the Tinker time and cost increases. It's a bit bass-ackwards from what you would expect of mass production, but Trolls must not like repetitive work. Labor unions are protecting them from RSI like carpal tunnel... ;P

Description: Y enemy creatures suffer X points of damage.

I like this type of spell/trap because it adds a little extra damage during combat.
Average damage inflicted:

  • lvl 1: 3 damage (1 creature)
  • lvl 2: 8 damage (split between 2 creatures)
  • lvl 3: 16 damage (split between 3 creatures)
  • lvl 4: 24 damage (split between 4 creatures)

The damage inflicted is pretty good, considering the healing cost (without premiums) can be between 7-10 gold per hit point, this spell will probably prevent your attacker from making a profitable attack.

Lightning Strike
Level Research Time (hours)Research CostRequirements Casting Cost (gold)Duration (h:m:s)Y*X
17001250/Wizard

Berserker lvl 3, Evil Eye lvl 5, Library 8x8

12501:00:001*(1-5)
214002500/WizardLightning Strike lvl 117681:24:512*(1-7)
321003750/WizardLightning Strike lvl 221651:43:553*(2-9)
428005000/WizardLightning Strike lvl 325002:00:004*(2-10)
535006250/WizardLightning Strike lvl 427952:14:095*(2-11)
642007500/WizardLightning Strike lvl 530622:26:586*(2-12)
749008750/WizardLightning Strike lvl 633072:38:447*(3-13)
8560010000/WizardLightning Strike lvl 735362:49:428*(3-14)
9630011250/WizardLightning Strike lvl 837503:00:009*(3-15)
10700012500/WizardLightning Strike lvl 939533:09:4410*(3-16)
11770013750/WizardLightning Strike lvl 1041433:18:5911*(3-17)
12840015000/WizardLightning Strike lvl 1143303:27:5112*(3-17)

Description: Increases field coverage by X

Barricade
# of Traps Research Time (in hours) Research Costs RequirementsTinker Time (in hours) Tinker Costs X
14501500/Wizard

?

2251500/Troll+50
2   2251500/Troll+71
3   3652121/Troll+87
4   ?2598/Troll+100
5   ?3000/Troll+112
6   ?3354/Troll+122
7   ?3674/Troll+132
8   ?3969/Troll+141
9   ?4243/Troll+150
10   ?4500/Troll+158
11   ?4743/Troll+166
12   ?4975/Troll+173


Note: As you build more of the same Door or Trap, the Tinker time and cost increases.

Dark Elf Requirements

  • Guard-room 4x4
  • Workshop 5x5


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 255960%441020000
2 2851060%46101000.33
3 3061065%48152000.66
4 3461065%5101530001
5 3861170%6122040001.33
6 4171172%6142250001.66
7 4471274%7162460002
8 4771277%7182770002.33
9 5071279%8202980002.66
10 5381382%8223290003
11 5781384%92434100003.33
12 6081487%92637110003.66
13 6391489%102839120004
14 6691492%103042130004.33
15 6991594%113244140004.66

Description: Reduces the range of enemy creatures during battle by X.

According to RedMoon Studio's own description of combat, range is important in combat.

Battle sequence
Battles take place in rounds; the higher the range of your creatures, the more rounds they are able to fight. Creatures can be flankers, blockers, battle supporters or sprinters. Additionally, each creature type also has a preferred enemy type. For example, black knights prefer to attack sprinters such as vampires. The chance to hit for the creature's weapon determines whether the attack was successful. Damage from successful attacks ranges between the minimum and maximum possible damage.


Quicksand sounds like a very powerful spell. Unfortunately, range does not appear to affect combat at all have a significant impact on combat right now. Perhaps in a future update, range will make a bigger difference in combat and this spell will actually be useful.

Quicksand
LevelResearch Time (hours)Research CostRequirementsCasting Cost (gold)Duration (h:mm:ss)X
15001000/Wizard

Berserker lvl 1, Evil Eye lvl 3, Library 7x7

10001:00:001

Troll Requirements

  • Workshop 5x5
  • Library 6x6


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 224960%261015000
2 254960%2810750.33
3 2841065%210151500.66
4 3251065%2121522501
5 3551170%3122030001.33
6 3851172%3132237501.66
7 4261274%3152445002
8 4561277%3152752502.33
9 4861379%3152960002.66
10 5271382%4153267503
11 5571484%4183475003.33
12 5871487%4193782503.66
13 6171589%4203990004
14 6581592%4214297504.33
15 6881694%52244105004.66

Description: Increases the field coverage of your troops by a bonus of X.

This is a nice effect, but there's a short time limit. I prefer doors and traps since both of them are permanent.

Watchful Eye
LevelResearch Time (hours)Research CostRequirementsCasting Cost (gold)Duration (h:mm:ss)X
15001000/Wizard

Berserker lvl 1, Evil Eye lvl 3, Library 5x5

10001:00:00+2
210002000/Wizard ??+3

Deviler Requirements

  • Sleeping Quarters 4x4
  • Chicken Farm 5x5
  • Workshop 4x4


Level HPmin
Dmg
max
Dmg
toHit Range CoverageCapacityCostTraining Time (days)
1 254860%18259000
2 284860%2925450.33
3 304965%21030900.66
4 325965%3113013501
5 3551070%3123518001.33
6 3751072%4133722501.66
7 4061174%4143927002
8 4261177%5154231502.33
9 4461279%5164436002.66
10 4771282%6164740503
11 4971384%6184945003.33
12 5271387%7195249503.66
13 5471489%7195454004
14 5681492%8205758504.33
15 5981594%8215963004.66

Description in game: Adds +x bonus to the maximum damage caused by your troops in battle.

Attacking is not part of my strategy, so Berserker is not a spell that I anticipate using very often. It looks like it will add a lot of damage to your attacks (or defenses), but at 750 gold for a level 1 casting, this is good for hurting an opponent, not for making a profit while attacking.

Berserker
LevelResearch Time (hours)Research CostRequirementsCasting Cost (gold)Duration (h:mm:ss)X
1300750/Wizard

Library 3x3, Evil Eye lvl 1

7501:00:00+2
26001500/WizardBerserker 1 10611:24:51+3
39002250/WizardBerserker 2 12991:43:55+3
412003000/WizardBerserker 3 15002:00:00+4
515003750/WizardBerserker 4 16772:14:09+4
6 1800 4500/Wizard Berserker 5 1837 2:26:58 +5
7 2100 5250/Wizard Berserker 6 1984 2:36:44 +5
8 2400 6000/Wizard Berserker 7 2121 2:49:42 +6
9 2700 6750/Wizard Berserker 8 2250 3:00:00 +6
10 3000 7500/Wizard Berserker 9 2372 3:09:44 +6
11 3300 8250/Wizard Berserker 10 2487 3:19:00 +7
12 3600 9000/Wizard Berserker 11 2598 3:27:51 +7

Wizard Requirements

  • Library 4x4
  • Training Room 5x5


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 183860%361012000
2 204860%3810600.33
3 225865%410151200.66
4 255965%5111518001
5 286970%5112024001.33
6 307972%6122230001.66
7 3371074%6122436002
8 3581077%7132742002.33
9 3891079%8142948002.66
10 40101182%8153254003
11 43101284%9163460003.33
12 45111287%9173766003.66
13 48121289%10183972004
14 50121392%11194278004.33
15 53131394%11194484004.66

Description in game: Reveals the procentual defensive coverage of your opponent.

Evil Eye reveals the "fields covered" percentage of 1 Keeper in normal attack range (within 15 ranks of you on the high score list), you get to see how well his dungeon is guarded. Remember that at 50% coverage, your opponent will have a +5% bonus to hit, at 75% coverage, there will be a +10% bonus to hit, and at 100% coverage, there will be a +15% bonus to hit.

As I get to see the higher levels spells, I dislike what I see. The spells take a long time to research and they're expensive to research. They're very expensive to cast, although the combat benefits definitely help, casting spells costs too much and any attacks that you make are no longer profitable.

Evil Eye is vital to have if you intend to use attacks as part of your strategy. What level should you research? At least level 2, the casting cost of level 3 is reasonable IF you have high level Devilers to attack with. The casting cost of level 4 isn't that much higher and for a 100% success rate, it might even be worth it.

Evil Eye
LevelResearch Time (hours)Research CostRequirementsCasting Cost (hours)Chance of Success
1100200/WizardLibrary 3x3 20045%
2200400/WizardEvil Eye lvl 1 28364%
3300600/WizardEvil Eye lvl 2 34678%
4400800/WizardEvil Eye lvl 3 40090%
55001000/WizardEvil Eye lvl 4 447100%

The Machiavelli seems to be one of the few clans that is making any progress on the Clan Affiliation List, they have increased the # of high-end players to 14. Most of the clans on the list look like they lose a member one week, then recruit a replacement the next week.

Clan Affiliation List for week 50.

Salamander Requirements

  • Training Room 4x4
  • Chicken Farm 5x5


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 203760%241010000
2 233860%3610500.33
3 254865%37151000.66
4 274965%391515001
5 2851070%4102020001.33
6 3151172%4112225001.66
7 3361174%5112430002
8 3561277%5122735002.33
9 3771379%5122940002.66
10 3971382%6123245003
11 4181484%6143450003.33
12 4381587%7153755003.66
13 4591589%7163960004
14 4791692%7174265004.33
15 49101794%8184470004.66

Goblin Requirements

  • Sleeping Quarters 4x4
  • Chicken Farm 3x3


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 122660%23155000
2 143660%2515250.33
3 163765%3715500.66
4 184765%38207501
5 204870%392010001.33
6 225872%392212501.66
7 245974%392315002
8 266977%3102517502.33
9 2861079%3102620002.66
10 3071082%3102822503
11 3271184%3122925003.33
12 3481187%3133127503.66
13 3681289%4133230004
14 3891292%4143432504.33
15 4091394%4153535004.66

Glowworm Requirements

  • Sleeping Quarters 1x1
  • Chicken Farm 1x1
  • Entrance 1x1


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 81560%14103000
2 102560%1610150.33
3 123665%2715300.66
4 144665%28154501
5 165770%28156001.33
6 185772%210187501.66
7 205874%210199002
8 226877%3122110502.33
9 246879%3142212002.66
10 266982%3152413503
11 287984%3162515003.33
12 3081087%4172716503.66
13 3281089%4182818004
14 3491192%4193019504.33
15 36101194%420 3121004.66

I'm in the 3000 range of the high score list and in 24 hours my last Deviler will finish training to level 5. 12 of my Imps are already at level 5. My rooms look like this:
Chicken Farm: 4x4 Entrance: 1x1 Guard Room: 3x3
Treasure Room: 9x9 Dungeon Heart: 1x1 Training Room: 10x10
Sleeping Quarters: 7x7 Library: 4x4 Workshop: 5x5

I rushed to upgrade my Training Room to get the first 8 training spots and that had mixed results. Even though my Devilers are all level 5, I need to be careful because some of the people near me are already recruiting Dark Elves. As long as I pick my targets carefully, it looks like attacking can be profitable for me (if their creature score is about 1/3 or less of their dungeon score, I've got a pretty good chance of stealing gold without combat).

In this area of the high score list, as little as 2 points can seperate ranks. Keepers are still moving around a lot, after I attack somebody, chances are pretty good that we will not be in range of each other 30 minutes later.

Next strategy idea:

  • Finish the pre-requisites for an Arena
  • Finish the pre-requisites to recruit Dark Elves
  • Upgrade Arena to 5x5 and get access to level 10 creatures
  • Upgrade Chicken Farm and Sleeping Quarters to make space for at least 12 Dark Elves
  • Stop room upgrades and train all creatures to level 10
  • I may not recruit Dark Elves yet since I don't care about defense
  • a 2nd group of 12 Devilers is appealing for quicker attacks

I recruited my first Deviler this week and I finished a 10x10 Training Room. That means I can work on my first group of level 5 Devilers.

Just in time too, a Keeper named Claudia decided to attack me 3 times in one day.


Impressive army (at least in size). 6 Goblins, 24 Salamanders, 6 Devilers. Some of Claudia's Salamanders have been trained to level 4.

But how do they compare to level 4 and 5 Wizards?


Neither one of us has any defense, but my creatures can carry more. I can't lose this one, if Claudia attacks me again, I'll just go and harvest more gold.

Taking the slow and steady route and taking time to train creatures as you go makes it so much easier to climb the high score list. The best defense is a strong offense.

This list shows the Top 300 Keepers of DignFight and which clans they come from.

I'm kind of impressed with the clans that have 1 member in the Top 300. They've been able to stay on the list, despite their small clan size (most of them have less than 6 members).

Clan Affiliation List for Week 49

Reset: D Movie

It's all about the "D", digging like crazy. My dungeon looks like this:


  • Treasure Chamber 8x8
  • Chicken Farm 6x6
  • Sleeping Quarters 6x6
  • Training Room 9x9
  • Library 4x4
  • Workshop 2x2

That gives me 7 training spots (Training Room can provide up to 8) and I can train up to level 5 (beyond level 5 requires the Arena).

I have 15 total Imps, 6 are trained to level 5, 6 are at level 3, and the last 3 are in training. Current carrying capacity (with Burning Eye) is 1200 gold.

I cannot recruit Devilers yet. The plan is to get 8 training spots before completing the upgrades for Devilers.

Only 6 Keepers have attacked since November 23 and lost about 140 gold per attack. In contrast, my Imps bring back about 300 gold every 10 minutes. I have not recruited 12 combat creatures yet and I don't assign anybody for defense. At this point in the game, my creature are high enough that I don't look like a easy target.

Don't forget to keep an eye on the cost of your next room upgrade and the capacity of your Treasure Chamber. I hit my maximum capacity twice and wasted part of my digging results.

My training program will be as follows:

  • Train 3 Imps at a time to the maximum level available (so that I can keep 12 Imps digging)
  • My 8 Wizards will be training as high as possible. Not sure if I want to recruit 12 Wizards.
  • Shoot for the 8th training spot
  • After the 8th training spot, complete upgrades to recruit 12-24 Devilers
  • Train the Devilers as high as possible and start attacking with them.

After getting into the Top 100 with my main account, the biggest thing that I learned is that most players (but not all) are trying to rise in ranks, then worrying about defenses second. I decided to rise in rank first. For my main account, this means that sometimes, my defending creatures are 6 levels below my attacker. I basically have no chance of successfully defending and by the time I can train 6 levels to catch up, my attacker have upgraded also.

In lower ranks, you can ALWAYS gain more points to take you out of attack range of somebody. In the Top 100, you're stuck. If somebody realizes that you are an easy target, the only thing left to do is dump your low level creatures and hope that drops you out of attack range.

There are 3 Keepers near me that have creature point totals of 1950, the exact amount for 12 Imps. Unfortunately, I have not completed research for Evil Eye and all of them have 0 gold points.

Reset: Free Sapphires

What a dufus! I was playing on my main account and my Walkthrough account (they're on different servers) this weekend and I noticed the banner ads were displayed. Since I usually play with Burning Eye active on my main account, I clicked over to the premium page and activated it.

Well, this morning, my main account is showing banner ads again, so I checked my premiums page and Burning Eye was not active. I accidentally spent 15 free sapphires and activated Burning Eye on my walkthrough account. :( What a waste of 15 free sapphires!! I don't even have the required rooms to start my Arena yet. That means there's only enough free points for one Hammer of the Handyman. We will have to do some math and careful time management to make the most of the 10-day room discount.

Sorry about week 48. Something utterly unrelated happened and I forgot to grab the high score list on Friday. I forgot to do anything about it on Saturday. By the time Sunday rolled around, I just decided to wait until the upcoming Friday for week 49 stats.

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