Tunneller Dwarf

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.






































 Mountain Dwarf

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.






































 Barbarian

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.






































 Giant

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!






































 Thief

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.






































 Archer

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.






































 Samurai

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?






































 Knight

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.






































 Wizard

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.






































 Monk

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.






































 Priestess

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.






































 Fairy

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...






































 Avatar

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.