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May 6, 2010 | 5:39 AM EDT
  • Weekly Users' Choice May 11, 2010
  • Daily Feature May 7, 2010

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Author Comments

Protect your gems from being stolen by "good" heroes in this tower defense game. Overlord, you have all the power of orcs, undead and demons.


Use mouse (hold SHIFT to build multiple towers or cast multiple spells).
The game has a bult-in tutorial.
Try to annihilate the enemies before they grab a gem, but even if they do, you'll have a chance to annihilate them on their way back and you'll save the gem.

Version 1.10:
Cursed Treasure with updated graphics and 30 levels is now available on iPad! s/app/cursed-treasure-hd/

Hotfix 1.09.002:
- Added missing "%" symbols in descriptions of the Bounty Hunting and the Scorching Treasure skills

Vesrion 1.09:
- Fixed bug: ~30% loss of mana regeneration rate when the "Attack" button is clicked

Version 1.08:

New features:
- Hotkeys added (see built-in hints, 1,2,3 - towers, Q,W,E - spells, SPACE - start attack, F - toggle high speed on/off)
- Sound effects and music can be switched on/off separately

Balance changes:
- Assasin's "Dancing Blade" ability (50% chance of avoiding damage) is replaced by the "Mystic Blade" ability (diminishes damage by 30-90%)
- Recharge rate of Ghost Crypts is increased to 2 seconds
- Recharge rate of Banshee Crypt is increased to 1.5 seconds
- Ballista Dens and Catatult Den missiles speed is increased

Bug fixes:
- "grayed out Attack button and neverending mission" bug is fixed.
- Savegame system is changed. We can't guarantee that the bug stalling the game on the choose profile screen ("Level 999" bug) is fully fixed, but at least you will see "The save data is corrupted" message and will be able to play the game anyway.

+ many small changes and fixes



Rated 4 / 5 stars

great game, but simple and easy

I really like the spells and stuff. It was kind of like mixing tower defense with RTS with the harvesting. Also the leveling system is cool.

However it seems like you even realize that the game is unbalanced and too easy with some of the design choices you made. You limited what towers we can use where (the crypts are insanely overpowered once you get freeze because they can fear and freeze). Also 99% of the time a gem got stolen was by the cheap invincible ninjas. It's like you added them because you knew your game was easy.

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Rated 5 / 5 stars

It's surely a 10

This is one of the best TDs i've ever played. It's more than addicting and i think it's great that you have to depend on exp and not only on cash. Bosses are the most difficult part but if you're upgraded enough there's no problem with dealing with them. And unlike the fellow below me who said that the enemies tha become invisible/bosses that become invisible are unbalancing the game i think they're actually the part that balances it. Because they're actually at some point of the game the hardest enemies to face, and actually this part makes you continue playing. Great game, i enjoyed playing it :)

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Rated 4 / 5 stars

nice game.

I gave it an 8 not because i don't like it. on the contrary, i like this game very much. this is my 3rd day playing it and spend at least 2 hours plus each day playing your game; if not, then more! =P. however, the only complaint that i have towards your awesome ass game that ill continue to play over and over is that towards the end, towers are a bit unbalance. what i mean by that is, if you have towers backed up towards the end, they are usless because lack of exp. so having back up towers is a waste of money compare to the towers in from where they gain a huge amount of exp. another things are the ninga boss. its because of the boss and his fast speed that i cant get 100% on that one stage. it would be cool if there are detector towers (soley for detecting ofcourse). that would balance the game a little bit more. more towers will be welcome but what you have is great.

to summarize:
- towers tuck in the back are pretty useless in the early start of the game and in the later part of the game. needs balancing with the towers in the back. either unlock all upgrades when ONE tower reaches the exp requirement, or have the ability to purchase an upgrade without the a tower getting all of the require exp at a higher cost.
- needs a detector tower, or at least a detector spell to detect hidden enemies.

i can't wait for the next part as this one is freaking addicting. one of the few games in ng that has me coming back for it over and over. kudos. and really, get going with the next one; your fans has spoken and we crave for more DTs >=0

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Rated 4 / 5 stars


The ninja on level 11 wave 40 can go from its spawn point to its end goal in UNDER five seconds, so hitting it effectivly makes it invincible. Seriously? You have to upgrade and spam fireballs to kill this? Fix this IMO.


Rated 5 / 5 stars

Winning Strategy here.

I did Brilliant on all Levels.

Had no troubles except for Level 14 , where the Last Champion survives 5 Fireballs with Maximum Power and becomes invisible.

The build I used was :

- Keep in Mind that what I write below is based on my experience , in my experience the red tower is useless , but there are many people that can do fine and use it to its maximum potential , while I don't.

Power up all 3 Spells with Mana Cost Reduction and Power Increase Skills.
Get Freeze as soon as you can.
If you want Brilliant at Level 9+ you need the Cut Tree for 50 Mana and gain 100 Gold Ability , it really helps.
Get +1 Charge on Crypt Towers as soon as you can.

I didn't found the green towers to be much useful , its hard to level them up and the crypt towers are so much better for Burst Damage and Effects, but I still built them to occupy space on the scenario with the extra gold or to make them hit the invisible enemy at the start of the wave , also they had Poison Gas which is nice.

Red Towers are very useless for me , I didn't skill the higher passives like radiance / upgrade cost / blaze / return gem. Cause Return Gem is useless , if you want brilliant ranks , you don't need Return Gem.
But I got +25% Experience / Meteor Mana Cost / Meteor Damage / +20 Mana on Red Tower

So my main idea was :
Get those Red Skills I said after leveling almost everything from Blue Tower ( You will want everything maxed , except the initial mana bonus , which you will get after you get other skills , because they give extra range to towers ).
On the Green side you don't want the extra gem. You will want the Higher Damage on the Bonus Tile , More gold from Enemies , Cut Tree Upgrades , Poison Cloud and way after all that , you get the reduced gold cost / critical stirke bonus.

So with this your main build will be :
Build Mana Towers on Mana Tiles.
Build Blue Towers on all Range Tiles.
Build Red / Green Towers near the start of the wave to activate Invisibility from enemies who have it. Don't upgrade them.

Cut mass Trees to make Gold and Space for Blue Towers.

You won't want more Red Towers than the Mana Tiles available , because you are going to use the red towers to make fast mana on emergency , so if you need 100 mana , you build 1 red tower , gain 20 mana , sell , and repeat 4 more times.

Upgrade first the Range Tower Tiles , then you can just spam Blue Towers / Upgrade them if you want , because they will have 25% Freeze ( Which is essentially a 2-3 Second Stun / Bash on the Target ).
Then you can evolve the blue towers you want to the Fear Tower for most enemies.

So if you have like 15 Blue Towers , you have 15 Blue Towers with 25% 2 Second Stun on hit. Use Frenzy against evasion enemy and meteor to kill invisible Champion Enemy and Invisible Enemies that are together , with maximum damage , less mana cost and maximum mana pool you will have plenty of mana and you can force recharge by spending on new red towers to gain mana fast.

But against Invisible Enemies that are hard you will want the Ghost Tower at Level 7 , because it has chance to disable enemy skills on hit. This won't be a problem on all 15 Levels except 14. But on 14 your best chances are to make Ghost Tower 7 , because it has chance to freeze on hit and chance to disable invisibility on hit. Also a Theory that I have on the Level 14 , you have a lined up snow tiles on the top left side , you can sell the towers in front of them ( Generally 2 Blue Towers [1 on range tile , other one tile advanced] and 1 green tower near the entrance to activate invisibility ) , if you sell those towers , these weak / single towers won't activate the boss invisibility so the wave 50 boss that spawns on that level will get hit by that line of towers at the same time , increasing the chance for freeze / disarm / big damage. I can build 4 Level 7 Ghost Towers on that line easily by building them early.

This way I could beat the entire game.

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