Basic Stats |
STR: 40 ARM: 30 DEX: 40 DEF: 40 LCK: 0 |
Skill Levels | Manufacturing: 1 Research: 0 |
Primary Job | Mining | Natural Enemies | None |
Secondary Jobs | Various | Anger Reaction | Damages Walls |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 350 | Chickens Needed | 2 |
Level 1 Salary | 50 | EXP Given for Hit | 2 |
Training Cost Per Charge |
156 | Slaps to Kill | 30 |
Scavenging Cost | 10 | Special Traits | None |
Skills
Skill | Level Acquired |
Teleport | 10 |
Strategic Lore
The Tunneller Dwarf is more or less exactly what he appears to be - an Imp
for the good. They appear exclusively either to lead parties of stronger
heroes through the underworld toward their specific goals, or occasionally
alone to do their own plundering. Tunnellers are terrible fighters and
are totally useless in combat. The only danger they pose is usually to
your Imps, although higher-level Tunnellers could potentially damage some of
your weaker untrained minions if they come in force - a good argument for
giving Trolls occasional training breaks. They're really most annoying in
the way they carve up area you need to expand your dungeon. Note that level
10 Tunnellers often teleport toward their goal, causing the party following
them to run very quickly to catch up. This can make you think you have a lot
more time to prepare than you do. This can also result in the party getting
left behind, though, which can sometimes be to your advantage.
Conversion Value
Tunnellers receive a 0 out of 10 for conversion value.
Should you convert a tunneller, he will behave more or less like an Imp.
Even though he only has the Melee Attack skill available on his menu, in
actuality he can also dig, mine, claim territory, and fortify walls. The
problem is actually getting him to do any of these! Tunnellers are extremely
lazy. They prefer to walk around wherever your imps are working and watch them,
as if though they think they're a foreman on the job site. They generally refuse
to perform any task you suggest they do. The only time these guys may have
more value is if your current number of Imps is limited, or if you are not
allowed imps on the current level, as found in some very cruel user-made levels.
In this case only, you should keep these amusing little berserkers around.
Unlike Imps, they do need lair space, they do eat, and, most
annoyingly, they take pay.
A more tactically sound option is to let them die in prison and become Skeleton
warriors.
Basic Stats |
STR: 50 ARM: 40 DEX: 55 DEF: 30 LCK: 2 |
Skill Levels | Manufacturing: 3 Research: 1 |
Primary Job | Manufacturing | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Destroys Rooms |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 500 | Chickens Needed | 2 |
Level 1 Salary | 35 | EXP Given for Hit | 7 |
Training Cost Per Charge |
78 | Slaps to Kill | 30 |
Scavenging Cost | 6 | Special Traits | None |
Skills
Skill | Level Acquired |
Armor | 4 |
Rebound | 7 |
Strategic Lore
Mountain Dwarves look much like their blond burrowing cousins, but they
serve a quite different purpose. They are simply the weakest of all Hero
warriors, eager to run screaming to their deaths on your dungeon floor.
They are only a bit stronger than the Tunneller, but they are all about
business. They are rather fast and can catch up to even your quickest
ranged-preference minions. These munchkins are really only dangerous
at all in large high-level groups, which are rare, and even then they
aren't worth stressing much over unless you should be weak when they
appear.
Conversion Value
Mountain Dwarves receive a 1 out of 10 for conversion value.
Keep these berserker boogers around only if you're short-handed in the
workshop; their speedy efforts can be modestly useful there. Forget about
sending them into battle, they won't come back from even the mildest of
conflicts. If you're in a horrible pinch, it turns out these guys can actually
read too (what talent!), but hope that you should never be that desperate
for researchers. Once again, the best protocol in dealing with them is to
let them die in Prison.
Basic Stats |
STR: 60 ARM: 50 DEX: 70 DEF: 60 LCK: 10 |
Skill Levels | Manufacturing: 2 Research: 0 |
Primary Job | Training | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Destroys Rooms |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 700 | Chickens Needed | 3 |
Level 1 Salary | 95 | EXP Given for Hit | 6 |
Training Cost Per Charge |
208 | Slaps to Kill | 40 |
Scavenging Cost | 18 | Special Traits | None |
Skills
Skill | Level Acquired |
Armor | 6 |
Strategic Lore
Barbarians are all about brawn. They use their strength up close to bludgeon
evil creatures with their large hammer. They are relatively good fighters
who hold their own in melee combat. Their knowledge of magic is virtually
non-existent however, so they can be overpowered easily by a few Dark
Mistresses or Orcs. Together with Giants, Barbarians make up the more
fearsome foot soldiers of the Hero forces.
Conversion Value
Barbarians receive a 5 out of 10 for conversion value.
Barbarians make a hardy addition to your army. They make an excellent front-line
assault, and their power is good for tasks like knocking out pesky doors.
They don't have as much defense as minion creatures, however, so you'll need
to try to keep them healed up as much as possible. Let them train as much as
they want, its the only task they really love. This is not to say, however,
that they can't perform in the workshop. A high-level barbarian can run
circles around some other minions there, they just aren't eager to try it
out themselves. So if you need more workers, forcibly introduce them to the
anvil. They'll thank you later.
Basic Stats |
STR: 100 ARM: 60 DEX: 60 DEF: 30 LCK: 20 |
Skill Levels | Manufacturing: 2 Research: 0 |
Primary Job | Training | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Damages Walls |
Won't Do Jobs | Research | Attracted By | None |
Level 1 Health | 650 | Chickens Needed | 3 |
Level 1 Salary | 43 | EXP Given for Hit | 15 |
Training Cost Per Charge |
273 | Slaps to Kill | 40 |
Scavenging Cost | 25 | Special Traits | None |
Skills
Skill | Level Acquired |
Speed | 10 |
Strategic Lore
Giants are slow and lumbering, but are extremely powerful melee fighters.
They tote a huge spiked club that's fit for bashing in the skulls of Orcs
or whatever else might get in their way. These troglodytes are most usually
found guarding the interior regions of hero keeps and castles due to their
speed hindrance, but don't be surprised to find them knocking on - and very
quickly knocking down - your front door at all the worst times. Watch out
for them if they should come in a level 10 flavor - their handicap
miraculously disappears - see below for more information.
Conversion Value
Giants receive a 6 out of 10 conversion value.
Even more so than the Barbarian, the Giant controls a fearful brute strength.
Only a few of these beastly men can take down a magic door in mere seconds, and
this is with their clubs and fists alone. That is, if you allow them to train,
which is expensive but well worth it. Giants gain their sole spell, Speed, when
at maximum experience, and this takes away the only real handicap they have
besides a lack of ranged attacks. As with Barbarians, plunk them down on the
front lines and watch their health, if you decide you like them anyways. Also
try them out in the Workshop; they have about the same skill there as Barbarians.
As a humorous aside, notice that they sound just like Bile Demons. This is rather
comical, especially in the torture room!
Basic Stats |
STR: 30 ARM: 20 DEX: 120 DEF: 80 LCK: 14 |
Skill Levels | Manufacturing: 1 Research: 1 |
Primary Job | None | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Steals Gold |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 250 | Chickens Needed | 2 |
Level 1 Salary | 57 | EXP Given for Hit | 9 |
Training Cost Per Charge |
188 | Slaps to Kill | 30 |
Scavenging Cost | 8 | Special Traits | Morphs Into Knight |
Skills
Skill | Level Acquired |
Speed | 4 |
Invisibility | 7 |
Rebound | 10 |
Strategic Lore
Thieves, along with Archers, make up the light infantry as far as disgusting
do-gooders go. At first you may wonder why Heroes would side with Thieves,
being criminals as they are, until you realize that they make their living by
stealing only from Keepers. Thieves love to steal gold, and that is usually
the purpose for which they enter your dungeon, as their combat skills are
marginal at best. Beware of a Thief of level 7 or greater - their combination
of Speed and Invisibility makes them very stealthy.
Conversion Value
Thieves receive an 8 out of 10 for conversion value.
At first this rating probably seems very high for a low-level melee
fighter, but you don't want this sneaky snake for his skills in
thievery. He actually has great untapped potential as a warrior. Thieves
convert the easiest of all heroes, as they have little loyalty, and if you
train them for a very long time (that is, to the equivalent of level 11),
they will gain a sudden odd love for plate armor. That is, they take up
arms and become level 3 Knights! If they became higher level Knights, they
would receive a higher conversion value, but as such, they take a
very long time to train.
Note that as with Demon Spawn, the magic of a Resurrect Creature special
can bring into existence a clone of your now knighted minion who is still a
Thief. This can be nice if you'd like a level 10 Thief for some reason but
still want the Knight to add to your army.
Basic Stats |
STR: 20 ARM: 20 DEX: 100 DEF: 60 LCK: 15 |
Skill Levels | Manufacturing: 2 Research: 2 |
Primary Job | Manufacturing | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 300 | Chickens Needed | 1 |
Level 1 Salary | 60 | EXP Given for Hit | 13 |
Training Cost Per Charge |
125 | Slaps to Kill | 30 |
Scavenging Cost | 8 | Special Traits | None |
Skills
Skill | Level Acquired |
Arrow | 1 |
Navigating Missile | 4 |
Speed | 6 |
Slow | 8 |
Strategic Lore
Archers are the Thieves' elder bretheren who come equipped with various
types of war-like ordnance which they fire from their trusty bows. A mid-level
ranged fighter, he can definitely pose a real risk when placed in sniper
posts or when appearing in force and in high level. If they are placed in
sniping positions, use a ranged minion or two to eliminate them before
allowing any imps into the area, as archers seem very adept at killing them
in one to two shots. This is especially true after they have acquired the
Navigating Missile skill, which can follow a minion around corners and smack
them from behind. Archers are very quick and can easily get away from
melee-preferenced minions, so try to keep only minions who use ranged
attacks in their line of sight.
Conversion Value
Archers receive a 3 out of 10 for conversion value.
Archers are only mid-level ranged fighters, and as you have so many types
of minions with ranged attack preference that are much stronger, you'll
really find you won't need these men in combat at all. If the battle turns
sour on the front line and your ranged minions get into melee combat, you'll
find very few archers returning home from war - they really never have
much life, even when at level 10. Again, if you are short in the Workshop,
these guys are probably the most valuable, as they actually like to work at
manufacturing and are quite speedy at it when they are experienced.
Basic Stats |
STR: 80 ARM: 60 DEX: 90 DEF: 70 LCK: 20 |
Skill Levels | Manufacturing: 2 Research: 2 |
Primary Job | Combat | Natural Enemies | Dark Mistress |
Secondary Jobs | Training | Anger Reaction | Kills Creatures; Joins Enemy |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 700 | Chickens Needed | 3 |
Level 1 Salary | 195 | EXP Given for Hit | 20 |
Training Cost Per Charge |
195 | Slaps to Kill | 50 |
Scavenging Cost | 30 | Special Traits | None |
Skills
Skill | Level Acquired |
Sight | 5 |
Lightning | 6 |
Speed | 7 |
Freeze | 9 |
Strategic Lore
Also known as the Ninja, the Samurai is one of the most powerful hero
warriors, and is nearly as fearful as your own Horned Reaper! He is not
only a very powerful melee fighter, armed with a deadly katana, but he
also commands a respectable array of magic skills, the worst of which has
to be the Lightning attack. He's fast, strong, fiercely loyal, and has
multiple talents. What could he possibly have going against him? These
warriors are often found in groups, and they should be made an immediate
priority in combat. If they get into trouble, it is said that they will
call on their bretheren in arms to help them.
Conversion Value
Samurai receive a 9 out of 10 for conversion value.
From the description above, you'd expect these elite warriors to receive an
immediate perfect 10 along with advice stating that you should run out and
grab a few to go at your local hero supply store. But, there are a few good
reasons these sushi lovers get a lower score. First off and most important
is that the Samurai has an intense hatred for anything dishonorable, including
torture. Thus, he detests the Dark Mistress. Their rivalry is one of the most
intense you'll find, comparative only to that of Vampires and Warlocks, and
they will immediately fight to the death on sight. Because both Samurai and
Dark Mistresses are powerful, valuable fighters, you'd like to be able to
keep both peacefully in the same dungeon.
Along with this annoying rivalry, Samurai are also very testy. If they get
into a fight with a Mistress, they will become very angry and will be difficult
to calm down. Samurai also must train! If they are left idle and are not
at maximum experience, they will gradually become more and more angry. They live
to fight, and if they suspect that you are not going to give them the opportunity
to do so, they'll go ballistic.
Bad news upon bad news: when Samurai become angry they develop very nasty
habits like killing anything that moves and isn't another Samurai, then
leaving, joining the enemy, and convincing their friends to do the same. It's
all in a day's work though, isn't it, Keeper?
Basic Stats |
STR: 80 ARM: 100 DEX: 150 DEF: 30 LCK: 15 |
Skill Levels | Manufacturing: 1 Research: 1 |
Primary Job | None | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 950 | Chickens Needed | 3 |
Level 1 Salary | 540 | EXP Given for Hit | 25 |
Training Cost Per Charge |
208 | Slaps to Kill | 40 |
Scavenging Cost | 30 | Special Traits | None |
Skills
Skill | Level Acquired |
Rebound | 4 |
Heal | 7 |
Strategic Lore
Knights are top-of-the-line heroes who command respect from all. They are
regal and noble, just a little bit stuck up, and definitely overconfident.
They are excellent fighters who have impressive strength and take a very
long time to go down for the count, no doubt partially due to the heavy
plate armor they wear 24 hours a day, seven days a week (that has to
be uncomfortable!).
In almost every realm you'll encounter one special Knight who is known as the
Lord of the Land. He is the nobleman to whom the land above has been entrusted
by higher powers, and he must be eliminated in order to finally claim the
underworld and ensure havoc above the surface. He will drop into your domain
usually through a Hero Door, uttering some typically pompous nonsense about
driving you out or throwing you into a pit. At this point it is well advised to
rally all the troops you have and assess the situation at hand - he frequently
enters with very strong parties accompanying him, and the battle can be quite
fierce.
The Lord of the Land can either be killed or converted to your side through
torture in any realm in order to secure victory. If he should appear in a realm
where it is not necessary to kill him to achieve victory, ending the realm with
him in a torture room will take you to a very special screen where you can subject
him to the most terrible of tortures - the rack, boiling water, and razor-sharp
axes should give you a good idea of the nature of this pain and gibbitude!
Knights may also come normally, alone or in troops, and should be made a
priority whenever they appear. It is wise to send strong ranged fighters
against them along with a few of your strongest melee fighters. This double
attack will help your melee fighters take on the brunt of their broadswords
while still living long enough to eliminate them.
Conversion Value
Knights receive a 10 out of 10 for conversion value.
Note that Knights may also be obtained by training converted Thieves past
level 10.
Knights are very strong melee-range warriors who do not suffer from the
typical problem of low defense. They can take a serious beating and still
return to your dungeon for another round. They can research, and they will
even manufacture in times of severe need. They group well with other Knights,
and having your own platoon of these human tanks not only makes you powerful,
but lends an aire of honor and prestige that you really hate to love.
Basic Stats |
STR: 20 ARM: 15 DEX: 100 DEF: 30 LCK: 5 |
Skill Levels | Manufacturing: 1 Research: 5 |
Primary Job | Research | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | Manufacturing | Attracted By | None |
Level 1 Health | 350 | Chickens Needed | 2 |
Level 1 Salary | 125 | EXP Given for Hit | 14 |
Training Cost Per Charge |
234 | Slaps to Kill | 17 |
Scavenging Cost | 25 | Special Traits | Immune to Gas |
Skills
Skill | Level Acquired |
Missile | 1 |
Fireball | 3 |
Rebound | 5 |
Heal | 5 |
Freeze | 6 |
Hailstorm | 7 |
Drain | 8 |
Slow | 9 |
Meteor | 10 |
Strategic Lore
Amongst all heroes, if there is one that can give your Warlocks a run for
every cent of their money, the Wizard is he. These old fogeys command just
as many spells. What's worse is that they are immune to gas, meaning that
putting Bile Demons anywhere within a mile of them is probably just a waste
of time. Wizards are tough stuff, and you should definitely keep an eye out
for surprise groups of them.
Conversion Value
Wizards receive a 6 out of 10 for conversion value.
As stated above, Wizards are very similar to your own Warlocks. They have
mostly the same cons and pros, but are actually superior in several ways.
Among these, they are immune to Poison Gas attacks, they have no annoying
Wind spell to blow your minions around, they won't stage a revolt when you
run out of gold, and they don't hate the guts of your Vampires. You'll find
that if you have a strong front of either Warlocks or Vampires, you won't
really need these wily old men. Their advantages definitely do make them
a real addition to consider, however, even for the strongest of Keepers.
Basic Stats |
STR: 40 ARM: 20 DEX: 80 DEF: 60 LCK: 15 |
Skill Levels | Manufacturing: 2 Research: 3 |
Primary Job | Research | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 325 | Chickens Needed | 2 |
Level 1 Salary | 75 | EXP Given for Hit | 14 |
Training Cost Per Charge |
188 | Slaps to Kill | 25 |
Scavenging Cost | 15 | Special Traits | None |
Skills
Skill | Level Acquired |
Heal | 2 |
Armor | 3 |
Slow | 4 |
Missile | 5 |
Drain | 7 |
Hailstorm | 9 |
Word of Power | 10 |
Strategic Lore
When you think hatefully of the Monk, think of him as an anti-Vampire. These
bald friars use their strong magic powers and their holy faith to bring a
scourge upon the dark creatures under your command. While their melee
attack, which consists of swinging a religious icon around, is nothing to
fear at all, their magic spells are horrifically strong.
Conversion Value
Monks receive a 7 out of 10 for conversion value.
Like Wizards, Monks have a few advantages, like lack of the annoying Wind spell,
no hatred for Vampires or Warlocks, and no chance of revolting if things go bad
at home. They are excellent researchers as well, where their talents are best used.
Try them in the Workshop if you're in serious need; they can just barely manage to
crank out a door or two. Monks also have significantly higher strength and defense
than most other spellcaster types.
Basic Stats |
STR: 20 ARM: 20 DEX: 80 DEF: 30 LCK: 6 |
Skill Levels | Manufacturing: 1 Research: 3 |
Primary Job | Research | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 300 | Chickens Needed | 2 |
Level 1 Salary | 75 | EXP Given for Hit | 15 |
Training Cost Per Charge |
125 | Slaps to Kill | 20 |
Scavenging Cost | 20 | Special Traits | None |
Skills
Skill | Level Acquired |
Flight | 2 |
Poison Gas Cloud | 3 |
Rebound | 4 |
Wind | 5 |
Lightning | 7 |
Heal | 8 |
Navigating Missile | 9 |
Hailstorm | 10 |
Strategic Lore
The Priestess, also known as the Witch, is more or less a female Wizard, but
she commands somewhat less threatening, but certainly more annoying, magic
spells. She simply isn't as strong, either. She is very little threat
at melee range, but she presents a real problem for most minions to get
close to, as she uses the Wind spell more frequently than any other
creature who possesses it. Try a few high level Bile Demons. Not only is
their melee attack strong, but they're immune to both her gas AND her wind.
It's like they were made to fight one another - beautiful, isn't it?
Conversion Value
Priestesses receive a 4 out of 10 for conversion value.
This wily witch seems like an excellent find, with more than modest magic, but
she has some disadvantageous behaviors which make her less attractive. First, she
is worthless at melee range, so you have to keep her away from front-line combat.
Second, she experiences a real lack of forethought in her learning of Poison Gas,
as she is not immune to gas herself. If she casts the spell, she will actually take
just as much of a loss as her enemies, and if she has Wind, being hurt by her own gas
will prompt her to blow it all away - along with all your other minions who are
probably standing in her line of sight. Despite, her powers still manage to make
her worth keeping on occasion, and her research skills keep your Wizards and Warlocks
on their toes trying to impress her.
Basic Stats |
STR: 10 ARM: 10 DEX: 70 DEF: 30 LCK: 40 |
Skill Levels | Manufacturing: 1 Research: 4 |
Primary Job | Research | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 150 | Chickens Needed | 1 |
Level 1 Salary | 59 | EXP Given for Hit | 10 |
Training Cost Per Charge |
63 | Slaps to Kill | 8 |
Scavenging Cost | 4 | Special Traits | Immune to Gas |
Skills
Skill | Level Acquired |
Drain | 3 |
Lightning | 4 |
Heal | 5 |
Invisibility | 6 |
Navigating Missile | 7 |
Rebound | 8 |
Meteor | 9 |
Freeze | 10 |
Strategic Lore
Fairies are truly the laughing stock of all heroes. Terrible fighters and
extremely weak, they are of very little threat in almost all situations.
Their magic spells do make them dangerous to weaker creatures, but if handled
correctly, they shouldn't live long enough to use them very much. Fairies have a
tendency to appear in flocks, which if large, should be made a
priority. Their combination of Lightning and Drain quickly becomes very
taxing when multiplied by several casters.
Conversion Value
Fairies receive a 2 out of 10 for conversion value.
To be honest, Fairies are all but worthless in most situations. With Drain
and Lightning, they can provide an occasionally useful back-up to stronger
minions if you have several of them, but don't expect them to come back from
their first battle unless you're lucky. They are very good at research,
however, probably their only plus. They're also immune to gas, but that
ability doesn't lend them much of an advantage due to the fact that anything
that casts gas can just as easily kill them in any other way. Fairies also
seem to be oddly short lived; you will often find them flapping around with
several missing life bars for no apparent reason.
It's probably best to just clear out areas with Fairies via Lightning Strikes
if at all possible - even level 10 Fairies can be felled by two or three
well-placed bolts! This will allow your minions to focus on the real threats
in the areas when they get there. Believe it or not, Fairies can become
Skeletons in Prison if they have not yet learned the Heal spell. Unfortunately,
the resulting Skeletons cannot fly...
Basic Stats |
STR: 150 ARM: 120 DEX: 180 DEF: 110 LCK: 20 |
Skill Levels | Manufacturing: 1 Research: 3 |
Primary Job | None | Natural Enemies | None |
Secondary Jobs | None | Anger Reaction | Leaves Dungeon |
Won't Do Jobs | None | Attracted By | None |
Level 1 Health | 3000 | Chickens Needed | 4 |
Level 1 Salary | 1200 | EXP Given for Hit | 75 |
Training Cost Per Charge |
391 | Slaps to Kill | 60 |
Scavenging Cost | 50 | Special Traits | None |
Skills
Skill | Level Acquired |
Armor | 2 |
Heal | 4 |
Freeze | 6 |
Drain | 7 |
Navigating Missile | 8 |
Invisibility | 9 |
Word of Power | 10 |
Strategic Lore
The Avatar is the ultimate warrior, thought to be the incarnation of some
divine being who has taken it upon himself to lead and protect all heroes
and the defenseless peoples they guard. In the original campaign, he is
the last and final hero encountered, the final boss if you will. It is known
that there are other Avatars in other areas of the world as well, however.
If you, or any other Keeper for that matter, are to ever turn the tables of
this existence from rule by surface dwellers to rule by those who dwell in
darkness, all Avatars must be driven out. Only the most evil of all Keepers
can banish these overlords back to whence they came. It's up to you to prove
that you're the one for the job.
Needless to say, the Avatar is stronger than any other creature. His spells
are on par with those of the Vampire; his attack, defense, and life break
the scales; and in addition, he controls secret magic which no Keeper knows,
not even the ones behind this tome of knowledge you now read. What is known,
however, are the powers that it grants him. Amongst these are an inability to
be transformed into a chicken and total immunity to Boulder traps. While he
can be diseased, he has so much life that it will not kill him without multiple
castings. Traps of all forms are mostly useless, and doors do little to hold
him back. No way around it: you must fight this horrible warrior face to face.
If the Lord of the Land called for a five alarm emergency, the approach of an
Avatar should be thought of as being like unto the end of the world.
When fighting the Avatar, there really is no strategy beyond basic combat.
Simply drop everything you have on him. Often, the Avatar will be
resurrected (or will manage to resurrect himself) and you will be forced to
fight him twice. This is true for his one appearance in the original
campaign, where he will be resurrected inside your dungeon right next to
your Heart Room!
Conversion Value
Avatars receive a 10 out of 10 for conversion value.
Although the Avatar appears only once in the original campaign, he makes
additional appearances elsewhere. Even in the Skybird Trill realm, it is
very possible to capture the Avatar in his first incarnation and torture
him. Although it is dangerous to try this, since if he should awaken during
transport he will almost instantly return to full strength, if you succeed
it will be well worth it. An Avatar under your control is practically
unstoppable. Considering how difficult he is to kill without the help of a
Keeper, imagine him being healed, protected, and backed up by Lightning -
incredible! It truly boggles the mind. In addition, managing to convert an
Avatar to your side represents a truly significant event, as it must certainly
destroy the balance of fates in the entire cosmos to corrupt a divine being!
Go for it, Keeper.