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The Stars of the Show Dungeon Keeper I |  |
Union Disputes
Due to “artistic differences”, the following groups will not work together, no matter how much you torture them.
Spiders & Flies
Bile Demons & Skeletons
Warlocks & Vampires
Dark Mistress & Samurai
Demon Spawn & Hell Hounds*
Horny & Everyone Else
The Bad Guys
– Contributions by Jonathan Ellis
Perks Demanded Dressing Room (Size) | Talents Level: Ability | Working Habits 1st choice, 2nd choice, (No no no!) |
| Imp – The Imps are the most valuable of the creatures, as they perform all the tunnelling work in your Dungeon and also maintain it by dragging away dead bodies, dragging heroes and enemy creatures to the Prison and fitting traps. |
| Create Imp Spell | 1:Dig/Claim, 3:Speed, 10:Teleport | Drag Body, Arm Trap, Mine, Dig, Claim, Reinforce |
| Horned Reaper – The biggest and most destructive creature in existence. Like the Skeleton, Ghost, and Vampire, the Reaper can’t be enticed into your Dungeon like the other creatures – you have to find a special way to attract him. Although he’s a powerful, sadistic, psychotic killing machine, he does have bad points too; for instance, he won’t group with other creatures – even with other Horned Reapers. |
| Sacrifice a Troll, a Bile Demon and a Dark Mistress | 5:Speed, 10:Slow | Combat, (Manufacturing), (Barracks Duty) |
| Does not work well with others. Horny can technically be attracted by 1 tile of Temple, if they are present in the creature pool and the player is enabled to receive them. However, this is not the case with any standard level. |
| Beetle – A very basic creature that gets stamped on in a fight. Beetles are very weak and are regarded as fireball fodder by the stronger heroes. |
| Lair (1) | 7:Freeze | |
| Bile Demon – A very big, red, greedy creature that eats you out of house and Dungeon if you are not careful. Despite this, they are excellent fighters and as hard as nails. Also, their primary job is manufacturing. If they don’t get enough food, they will get angry and sleep until food arrives. |
| Lair (25), Hatchery (25) | 2:Poison, 4:Fart, 7:Scream Bomb | Manufacturing |
| Immune to Poison Gas and Tempest (proving size does matter). Bile Demons require 2 available tiles of Lair space. |
| Dark Mistress – The kinkiest of the creatures. The Mistress enjoys pain and inflicting it on others, she has no special job but goes to watch a torture if one is in progress. Slapping her makes her happier and she rushes off to a battle as soon as one starts. An excellent fighter, if quite worrying. |
| Torture Chamber (9) | 6:Lightning, 7:Speed, 9:Drain, 10:Teleport | Torture, Training |
| Speeds up Training if placed in the Training Room. |
| Demon Spawn – Scaly, squat creatures, excellent fighters despite their limited size. Demon Spawn grow into Dragons after passing level 10 experience. |
| Training Room (1), Treasury (1) | 4:Red Bomb, 7:Scream Bomb | Training, Barracks Duty |
| Lavawalk. Turns into a lvl 4 Dragon at lvl 11. |
| Dragon – The best all-round creatures, Dragons can arrive two ways. They can either enter your Dungeon through a Portal or be grown from Demon Spawn who have been trained to level ten. These Demon Spawn then become level four Dragons. They are excellent in combat, and breathe a natural fire that toasts heroes and enemy creatures. They are natural researchers but will train if no research is available. |
Lair (15), Treasury (25), lvl 11 Demon Spawn | 1:Flame, 2:Heal, 3:Scream Bomb, 7:Meteor, 10:Word of Power | Research, Training |
| Lavawalk. Gains experience when resting near Lava. Dragons require 4 available tiles of Lair space. Due to their fire attack, they are rather bad at demolishing doors. |
| Fly – This bog-standard giant insect is the first creature you get. Fast, but flimsy, flies are a push-over for the stronger invaders into your Dungeon. They hate Spiders and fight them if forced to share the same Lair. Despite this, they are excellent explorers and reveal more of the map to you by flying over water and lava. |
| | 5:Sight of Evil, 8:Speed | Exploration |
| Ghost – A supernatural creature that, thankfully, requires no food. Ghosts can pass through doors and see creatures that are using the Conceal Creature spell. Their primary job is researching in the Library although they will also go to the Temple and wail occasionally. |
| | 1:Reflect, 3:Invisibility, 6:Tempest, 8:Drain | Temple Worship, Research |
| Torture Chamber casualties return as Ghosts. Ghosts can technically be attracted by 1 tile of Torture Chamber, if they are present in the creature pool and the player is enabled to receive them. However, this is not the case with any standard level. |
| Hell Hound – |
| Scavenger Room (9) | 3:Speed, 5:Flame | Exploration, Training |
| Lavawalk. Pisses on corpses in the Graveyard, speeding up decomposition. |
| Orc – |
| Training (9), Barracks (1) | 5:Speed, 7:Protection, 9:Heal | Training, Guard Duty, (Research) |
| Skeleton – A basic fighter of average ability that is created in the Prison if a humanoid creature dies. |
| Training Room (9) | 5:Protection, 10:Lightning | Training |
| Humanoids that die while in Prison rise as Skeletons. In some levels, Skeletons can be attracted by 9 tiles of Training Room and 1 tile of Prison, without creatures dying in the Prison. However, this is dependent on them being present in the creature pool defined at level startup (level 16 “Tulipscent” and level 19 “Mistle”) and on one or more Keepers being enabled to receive them (only the enemy Keeper can get them in Mistle, for instance.) |
| Spider – A weak creature who sometimes goes to the Prison and freeze prisoners for fun. Spiders detest the Flies and fight them if provoked or stationed in the same Lair. |
| Lair (9), Hatchery (9) | 2:Slow, 4:Freeze, 8:Hail | Freezing Prisoners, Training |
| Tentacle – |
| Lair (9), Temple (9) | 5:Freeze | Combat |
| Only appears in levels with water. |
| Troll – This is a very hardy creature whose primary job is in the Workshop. They are average fighters. |
| Workshop (1) | 4:Speed, 7:Fireball, 10:Scream Bomb | Manufacturing, (Research) |
| Vampire – An undead creature that is a natural at research and scavenging but refuses to get its hands dirty and manufacture for you. If it is scavenging in the Scavenger Room and there are no other Vampires on the map, it raises your Portal attraction by half, thus increasing the creatures who enter your Dungeon. If a Vampire’s experience level is higher than two, it becomes immortal. Then, it resurrects itself in its Lair when it dies, although its experience level drops by one. |
| Lair (9) | 2:Flight, 3:Slow, 4:Teleport, 5:Heal, 6:Drain, 7:Protection, 8:Tempest, 9:Word of Power | Scavenging, Research, (Manufacturing) |
| Rises out of corpses in the Graveyard. Vampires above level two, when killed, will return a level lower. In some levels, Vampires can be attracted with 30 tiles of Graveyard, without the need for any monsters to be killed and buried there. (Most notably, level 15 “Woodly Rhyme”, where they are available to all three Keepers, and level 20 “Skybird Trill”, although in the latter case only the enemy Keeper can get them.) This is dependent on (a) Vampires being present in the actual creature pool at level startup, which only occurs in these two levels of the official set of 20, and (b) one or more Keepers being enabled to receive them from the pool. |
| Warlock – Powerful magical creatures who are excellent at research. Training makes them more powerful, extending their capabilities and range of spells. Warlocks work especially well either with other Warlocks, or alone. |
| Library (9) | 2:Fireball, 3:Heal, 4:Meteor, 5:Invisibility, 6:Red Bomb, 7:Sight of Evil, 8:Tempest, 9:Word of Power | Research, (Manufacturing) |
* Indicates submitted (unverified) information.
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