Dungeon Keeper



Creatures
Beetle 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.

Attracted by: Lair (minimum size: 1 tile)

Abilities:
Level 1: Melee Attack
Level 7: Freeze

Bile Demon 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 donít get enough food, they will get angry and sleep until food arrives.

Attracted by: Lair (minimum size: 25 tiles) and Hatchery (minimum 25 tiles)

Abilities:
Level 1: Melee Attack
Level 2: Poison Cloud
Level 4: Fart
Level 7: Grenade

Dark Mistress Dark Mistress
The kinkiest of the creatures, one who 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.

Attracted by: Torture Chamber (minimum size: 9 tiles)

Abilities:
Level 1: Melee Attack
Level 6: Lightning
Level 7: Speed
Level 9: Drain
Level 10: Teleport

Demon Spawn Demon Spawn
Demon Spawn are scaly, squat creatures who are good fighters despite their size. They enjoy training and will become level 4 Dragons once they have trained past level 10.

Attracted by: Training Room (minimum size: 1 tile) and Treasure Room (minimum size: 1 tile)

Abilities:
Level 1: Melee Attack
Level 4: Missile
Level 7: Heal

Dragon 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 10. These Demon Spawn then become level 4 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.

Attracted by: Treasure Room (minimum size: 25 tiles) and Lair (minimum: 15 tiles)

Abilities:
Level 1: Flame Breath
Level 2: Heal
Level 3: Grenade
Level 7: Meteor
Level 10: Word of Power

Fly 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.

Attracted by: Nothing. But will need a lair or they become unhappy.
Natural enemy: Spiders

Abilities:
Level 1: Melee Attack
Level 5: Sight
Level 8: Speed

Ghost 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.

Attracted by: Creature is killed in the Torture Chamber.

Abilities:
Level 1: Melee Attack
Level 1: Reflect
Level 3: Invisibility
Level 6: Wind
Level 8: Rain

Horned Reaper Horned Reaper
The biggest and the most destructive of all the creatures that cannot be attracted to your Dungeon via the normal methods. He does not group, either with other Horned Reapers or with any other creature. These are known for being sadistic, psychotic fighters. The Horned Reaper is usually referred to by Dungeon-dwellers as Horny, although never to its face.

Attracted by: Temple (minimum size: 9 tiles). Must sacrifice a Dark Mistress, Bile Demon, and a Troll.

Abilities:
Level 1: Melee Attack
Level 5: Speed
Level 10: Slow

Hound Hound
A double headed dog who is great at guarding and pointing out heroes or enemy creatures. These dogs sniff out enemies behind walls and get as close to them as possible. They also cock their legs on dead bodies to aid decomposition.

Attracted by: Scavenger Room (minimum size: 9 tiles)
Natural enemy: Demon Spawn

Abilities:
Level 1: Melee Attack
Level 3: Speed
Level 5: Flame Breath

Imp Imp
The Imp is a special creature as it doesnít need to be attracted to your Dungeon and you can only get more through the Create Imp spell.
The Imps are the most valuable of the creatures, as they perform all the tunneling work in your Dungeon and also maintain it by dragging away dead bodies, dragging heroes and enemy creatures to the Prison and fitting traps. Imps can be trained to level ten and get bigger and gain spells. They can only be replaced by the Create Imp spell.

Attracted by: Create Imp Spell

Abilities:
Level 1: Melee Attack
Level 1: Dig/Claim
Level 3: Speed
Level 10: Teleport

Orc Orc
A basic fighting creature of average ability. Orcs are good for guarding key strategic points in your Dungeon, and for bulking out your army.

Attracted by: Training Room (minimum size: 9 tiles) and Barracks (minimum size: 1 tile)

Abilities:
Level 1: Melee Attack
Level 5: Speed
Level 7: Armor
Level 9: Grenade

Skeleton Skeleton
A basic fighter of average ability that is created in the Prison if a humanoid creature dies.

Attracted by: When humanoid dies in Prison
Natural enemy: Bile Demon

Abilities:
Level 1: Melee Attack
Level 5: Armor
Level 10: Lightning

Spider 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.

Attracted by: Lair (minimum size: 9 tiles) and Hatchery (minimum size: 9 tiles)
Natural enemy: Fly

Abilities:
Level 1: Melee Attack
Level 2: Slow
Level 4: Freeze
Level 8: Hail Storm

Tentacle Tentacle
An aquatic beast, the Tentacle only enters your Dungeon if there is water around. He hangs around the water and attacks enemies from there. Tentacles wonít usually be persuaded to move far from their watery homes.

Attracted by: Lair (minimum size: 9 tiles) and Temple (minimum size: 9 tiles)

Abilities:
Level 1: Melee Attack
Level 5: Freeze

Troll Troll
This is a very hardy creature whose primary job is in the Workshop. They are average fighters.

Attracted by: Workshop (minimum size: 1 tile)

Abilities:
Level 1: Melee Attack
Level 4: Speed
Level 7: Fireball
Level 10: Grenade

Vampire 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 Vampireís experience level is higher that three, it becomes immortal. Then, it resurrects itself in its Lair when it dies although its experience level drops by one. Vampires can be created in a Graveyard from decomposing bodies.

Attracted by: Lair (minimum size: 9 tiles) and Graveyard (minimum size: 9 tiles)
Natural enemy: Warlock

Abilities:
Level 1: Melee Attack
Level 2: Fly
Level 3: Slow
Level 4: Teleport
Level 5: Heal
Level 6: Drain
Level 7: Armor
Level 8: Wind
Level 10: Word of Power

Warlock Warlock
Powerful magical creatures who are excellent at research. Training makes them more powerful and expands their range of spells. If there are Warlocks in a group and their total experience is more than fifteen, they lead a rebellion against the rest of the group. The only way to combat this is to put them in a Prison or put one in the Torture Chamber. For this reason, Warlocks work well either with other Warlocks or alone.

Attracted by: Library (minimum size: 9 tiles)
Natural enemy: Vampire

Abilities:
Level 1: Melee Attack
Level 2: Fireball
Level 3: Heal
Level 4: Meteor
Level 5: Invisibility
Level 6: Navigating Missiles
Level 7: Sight
Level 8: Wind
Level 9: Word of Power




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