I will be out of town for the rest of this week. My chances of having an Internet connection are slim. If I'm lucky, I may be able to grab the high scores on Friday, but otherwise, no new posts until Sunday, January 27.

Trap Damage Analysis

Now that the damage charts of most of the traps have been revealed, it's time to take a look at effectiveness. The cost of building traps will vary a lot, depending on how many wizards researched it and how many trolls are used to tinker each one. Don't forget that the more traps you have, the more expensive it becomes to tinker the next one...<sarcasm>that makes TOTAL sense, since your trolls are going to need MORE money to make the 12th trap...the more quantities you mass produce, the more expensive is becomes.</sarcasm>

The Indy Trap immediately caught my eye because it damages all 12 opponents with only 1 trap!! After doing some calculations, the Indy Trap is surprisingly, not the best trap for causing damage.

If you can afford the 25x25 Workshop necessary to support 12 active traps, then this post may be an interesting read.

Nest of Thorns is the winner in my book. It's relatively low on the tech tree, it's cheaper to tinker than the Trigger Trap and regardless of the quantity of active traps, it averages about the same amount of damage as the Trigger Trap.

The Poisonous Gas and Trigger trap are tied for 2nd place. Both attainable and both do more average damage than the Indy Trap.

The dream trap is the Fire Trap. With a build cost of nearly 20,000 gold per Troll for the 12th trap, it will be pricey. But you cannot argue with a minimum damage of 204.

The Elite Imps have posted stats for the Vampire in their public forum. The stats appear to have been submitted by Odissey, the #1 player on the Italian server and leader of the clan "Odissey & DarkAngel".

Vampire Requirements:

  • Torture Chamber 15x15
  • Graveyard 11x11


Level HPminDmgmaxDmgtoHit Range CoverageCapacityCostTraining Time (days)
1 3051060%381035000
2 3451060%410105250.33
3 3861165%412157000.66
4 4261165%5141587501
5 4571170%51520105001.33
6 4971272%61722122501.66
7 5381274%61924140002
8 5781277%72127157502.33
9 6191279%72329175002.66
10 6491382%82432192503
11 68101384%82634210003.33
12 72101387%92837227503.66
13 76111489%93039245004
14 80111492%103242262504.33
15 83121494%103344280004.66

Reset: For Koc



I was reading a fews posts on the Official DignFight forums today about players complaining about Evil Eye. The spell is too expensive to be useful. One of them wanted a better spell to find out what kind of creatures are defending. That's when I had a brilliant idea.

At level 3, Evil Eye costs 346 gold and has a 78% chance of telling you the defense percentage of 1 enemy. Why not use a Glowworm? It's cheaper, if the Glowworm gets through, you will easily steal 10 gold, the Glowworm might survive for more than 1 attack, by observing the battle report you can identify zero defense opponents.

Koc, one of the commenters on this blog, wanted a screenshot of the scores of Keepers around the Walkthrough account. Koc was curious to see the total scores and battle scores of the Keepers. Until now, I never realized that Keepers with low Battle Scores will probably make good targets.

I will try a new attacking strategy. Review the high score list for Keepers with a low Battle Score and high Gold Score. Use this to find Keepers that are NOT actively Attacking. If I use 1 Glowworm to attack, I may be able to see some of the opponent's creatures. I will not be able to see the defense percentage, but even if I lose the Glowworm, that's only 300 gold. If the opponent looks easy, send in the Devilers. The high score list moves around a lot here, most of the time I won't be able to make more than 1 or 2 attacks anyway. Wasting 1 attack to scout somebody is the wise thing to do.

I have stopped training Imps for now, instead, I am concentrating on leveling up the Devilers (for offense) and Dark Elves (for defense).

Strategy:

  • Recruit 3 Glowworms to be my "Evil Eyes"
  • Attack with 1 Glowworm to scout opponents
  • Finish training Devilers to level 10 -- SOON!
  • Use Battle Scores and Glowworms to find easy targets
  • Train all Dark Elves to level 10

Reset: Level 10



Current Rank: 2205
Imp Status: 12 Imps trained to level 8
Research Status: 2 Wizards (combined level=11) researching Reinforced Gate
Recruitment Status:

  • 15 Imps
  • 8 Wizards
  • 12 Devilers
  • 12 Dark Elves

Combat Status: I have not made any recent attacks. I have not been attacked recently

I have 2 Devilers trained to level 10 and will finish training 2 more in the next 24 hours. There is no rush to climb the High Score List, instead, the plan is to level up my creatures as high as my Arena will allow BEFORE doing significant dungeon upgrades.

  • My goal of training 12 Devilers to level 10 is getting close (as many as 8 Devilers are in training at 1 time)
  • Train 12 Imps to level 10
  • Get my level 3 Dark Elves to level 10
  • Train 4 Wizards to level 10
  • Somewhere after I complete my Devilers, I will upgrade my GuardRoom to get Black Riders


Recruiting 12 Devilers without premiums: 10,800 gold. Cost to upgrade those Devilers to level 10: 243,000 gold. Not worrying about retaliation because your creatures are twice the level of your target: priceless.

Welcome back to the Movers and Shakers list. Now that the holidays are over, I have more time to sit in front of my computer.

Making it into the Top 300 of the DignFight High Score List is an accomplishment. By the time you reach this point, you will already have developed your own style of playing. Some Keepers like to rise in ranks as quickly as possible, and this list recognizes them for their hard work.

This short list is made up of Keepers who have jumped 50 or more ranks in the high score list in the past week.
KeeperLast Week This Week Movement
Madmax
192
118
74
zuzzurellone76
262
205
57
Ellion
189
133
56
Dreco
288
134
54
butterfly
195
144
51

Here's the first Clan Affiliation List for 2008. I grab the scores of the Top 300 Keepers on the English server and group them into their respective clans. Since there are so many clans with the same number of members, I also totaled their scores and ranked the "same # of members" clans by highest score. For example: Dungeon Keeper 2 has 5 players in the Top 300, those 5 players have a combined total score of 394,185 points. This places Dungeon Keeper 2 below Under Construction and above The Last Legion.

Clan Affiliation List for 2008, week 1.

When the Spells, Doors, and Traps update went into effect at DignFight, a whole new world of gold-spending opened up. Wizards, Libraries, Trolls, and Workshops are now an important part of the game.

Each spell, door, and trap needs to be researched by a wizard(s). Once a spell's research is complete, it can be cast from the Attack screen. After a door or trap is researched, trolls have to tinker it (build it) in your Workshop. After your new door/trap is tinkered, you have to assign it as an Active Trap.

As you build a larger Library, the number of Wizards that you can have researching increases. As you build a larger Workshop, the number of Trolls that you can have tinkering increases AND the number of active traps that you can have also increases.

There are 2 types of traps: The Barricade and all of the Doors are considered Passive, their bonuses will always be in effect when you defend your dungeon. The rest of the traps are considered Active, each time you are attacked, one of your active traps will be chosen and it's effects will be applied to the attacking forces. If you have activated more than one of the same trap, refer to our tables to see how their effects "stack".

Example:
Let's say you have 2 Wooden Gates, 2 Watchers, and 1 Poisonous Gas Trap. The 2 Wooden Gates will always affect your defenses and will combine to give you a +7% field coverage bonus. Each time you are attacked, one of your active traps will be randomly chosen. If the Watchers are chosen, the attacking forces will suffer 2-3 damage to 2 creatures. If the Poisonous Gas Trap is chosen, the attacking forces will suffer 1-3 damage to 1 creature. Only one active trap will take effect each time you defend your dungeon.

Combat spells cancel your active traps
. You will receive the bonus of your combat spell and your passive traps, but you will not receive any bonuses from active traps during defensive combat. After the spell's time limit is reached, you will lose the bonuses of the combat spell (obviously) and one of your active traps will take effect each time you defend your dungeon.



I haven't upgraded any dungeon rooms for a while, just concentrating on leveling up my creatures. I have not been attacking either. I do not intend to spend any cash, so I only have the free 20 sapphires that came with the account.

It has been surprising that nobody is attacking me. At about rank 2000, my creature score is lower than most other Keepers near me. However, I have been spending most of my gold before I log out. There is rarely more than 5000 gold in my dungeon when I am offline. Even though my dungeon coverage is 0%, there must be enough rich targets close by that nobody is messing with me.

  • I have recruited 10 Dark Elves so far
  • Most of them have been trained to level 3
  • All of my Devilers are at level 8 and I am slowly moving some of them to level 9

With 10 training spots, it's more important that I play regularly so that I can constantly have enough gold to utilize all of my training spots.

I will continue to:
  • Train Devilers to level 10
  • Train Imps, then Dark Elves to level 10
  • Aim for 75% dungeon coverage with Devilers and Dark Elves
  • After all of that is done, resume dungeon upgrades towards the Black Rider requirements

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