Defenders, hidden guards, the castle heart, minions and spells can be improved with enchantments. Every enchantment both for the minions and for the buildings have different costs, due to their efficiency and impact.
Minion Enchantments Edit
You add enchantments to a minion while crafting the minion card. Adding, removing, or changing the enchantment off existing cards is not possible. Some enchantments can not be combined with each other (e.g. hammer and attack speed).
|Charms||Description||Max on 1 card||Not compatible|
|Anti Magic blocks the effects of spell cards, such as freezing, healing and kamikaze. Thus, minions with this enchantment you can not freeze with the card "Freeze" or blow up with "Kamikaze". This can be useful for the creatures in the portals, which are defending the castle. But be careful, if you send these creatures to fight in your normal deck, you will not be able to heal them with card "Healing." Healing of the priest as well as a curse and freezing from other sources continues to act on the creature.||1|
|Significantly reduces the damage from the traps. It allows your witches and archers not to die from the fire trap, and soldiers from the spikes. The second enchantment neutralizes damage from traps. Does not save you from Curse and Ice Trap.||2|
|Significantly reduces the damage from acid sprays. Does not let the characters freeze on the icy spray. The second enchantment neutralizes damage of sprays. Does not save you from cursing spray.||2|
|Steals additional gold from the vaults and the foundries of the computer opponent. Does not give you anything in multiplayer.||3|
|Increases your attack speed (reduces the attack recovery). All characters have different attack recovery, so each creature this enchantment give a different bonus to attack speed. In combination with vampirism, can restore health faster. Priests with this enchantment can heal faster, which allows minions to survive, which is carried out a massive attack.||1|
|Significantly increases the damage, but reduces attack speed. Several of these enchantments on a single character can afford to destroy some of the buildings in a single blow, but will have to wait long for the next hit. Archers with this enchantment will stand still after hitting and does not move until he is ready to hit again.||3|
|Increases the damage. In combination with vampirism, can recover more health per hit.||3|
|Slightly increases the damage. It should be two times cheaper than the red flame.||3|
|Significantly increases the character's health. Allows you to sustain more damage, your witches and archers will not die from a fire trap, and the knights could withstand more damage. Key Charms for the golems and knights.||3|
|Slightly increases the character's health. It should be two times cheaper than a big heart.||3|
|Only melee creatures. With this enchantment your character starts to attack the floor above and the floor below from that on which he is moving. Thus, it can cause serious damage to three floors of the castle. Vampirism returns health from the other floors.||1|
|Movement speed of the character increases, and it cannot fail to the trapdoor.
It also allows you to run over the spikes and curse traps without taking damage (if in the next room after the trap has not any building). Witches do not fall through to the trapdoor by default, so they will get only movement speed with this enchantment.
|The character's movement speed is reduced. Slow minions are often not hit by spike traps or do not fall through traps doors, when they fight next to faster minions. Slow warriors don't run beyond golems/knights/goblins in the moment when a room is destroyed, so they are not hit by the projectiles of guards. Slow knights/golems who protect witches/archers trigger explosion/ice traps later, so the ranged minions may be able to attack one more time before they are killed/frozen. Also when a slow minion drops through a trap door, it can attack the room under the trap door without getting hit, when it is a guard or cannon. Minions with normal speed often can only attack the room left to the room under the trap door.||1|
|Damage caused to the character comes back to attacker. Very useful charms for knights and golems. Due to their large amounts of health, guards and cannons can self-destruct from reverse damage.||3|
|Reduces attack speed of guards and cannons by up to 50% causing them damage. Also completely freezes creatures of the portals. In combination with lightning or a ghost, can be frozen several defenders.||1|
|Minions with a balanced attack, health and vampirism can withstand damage from the guards to attack and not to die. In combination with lightning or ghost restores health for each affected target.||2|
|Unique enchantment for the Warrior. Restores health and increases attack speed for each friendly minion who died, when a warrior with these charms is on the battlefield. Attack recovery can not be reduced below the minimum. It may be useful if you conduct a massive attack on the opponent.||3|
|Unique enchantment for the Priest. Maximum healing per cast increased by 100%. Consequently a priest for one cast will lose more health.||3|
|Unique enchantment for the Golem. Does not allow the enemy lightning fly through the golem, and reduces damage from lightning. Lightning will inflict multiple hits to the golem, depending on how many targets it had to pierce.||2|
|Unique enchantment for the Goblin. The goblin is revived with 50% of his hit points. After the resurrection, the goblin gets rid of the frost and curse effects. It is also possible to detect the traps, because Goblin rise again after their activation, and will continue to move.||3|
|Unique enchantment for the Witch. Allows to cause damage to targets standing behind the main target of the witch attack. On all affected targets attack modifiers (freezing, vampirism, damage) are working.||3|
|Unique enchantment for the Knight. After the death, knight turns into a statue, which stands still as a wall and gradually loses health. The priest can heal the statue, and the statue may return damage (if the knight had a shield enchantment). Also, when knight turns into statue, he drops curse effect off himself.||3|
|Unique enchantment for the Archer.
The archer shoots explosive arrows, which damage all enemies close to the explosion.
Base damage decreased by 20%.
Universal formula to calculate the damage per hit:
Damage Per Hit = (Base Damage Per Hit * (100% + Base Damage Modifiers)) * (100% + Damage Modifiers)
|Unique enchantment for the Ninja. Ninja is invisible. Defenders don't attack him. If the ninja attacks, or get hurt, he will be visible. So be careful of the traps, sprays and cannons that can detect your ninjas with its splash-damage.||1|
Spell Enchantments Edit
Spells can also be enchanted to increase the height or width of their impact and their duration. The spell "Kamikaze" can be enchanted on damage to increase the damage of the explosion directly by the card, but not from each blown character.
Room Enchantments Edit
Defenders also have enchantments. You can make one enchantment at each such structure. Enchanting defenders required rubies. After purchasing their one time for this building, you will not need to buy them again, if you decide to change them. In the info of the defender, you can see all the charms you bought, and you can freely switch between them. If you rebuild the defender, your bought enchantments will be able to use on the new defender (if it's possible).
The second enchantment may be imposed by a shrine. Some charms can't be combined, so they can't be imposed by the shrine. What charms can't be combined, you can see in the information window of the shrine.