Imp

Basic Stats STR: 5 ARM: 5 DEX: 60
DEF: 5 LCK: 0
Skill Levels Manufacturing: 0
Research: 0
Primary Job Mining Natural Enemies None
Secondary Jobs Various Anger Reaction None
Won't Do Jobs Not applicable Attracted By Not applicable
Level 1 Health 75 Chickens Needed 0
Level 1 Salary 0 EXP Given for Hit 1
Training Cost
Per Charge
10 Slaps to Kill 20
Scavenging Cost 0 Special Traits None

Skills

Skill Level Acquired
Dig 1
Speed 3
Teleport 10

Strategic Lore

Imps are the primary work force of your dungeon. Imps perform numerous jobs, including mining, gathering loose gold, digging out earth, claiming territory, fortifying walls, arming traps, dragging bodies to the Graveyard, and taking unconscious enemies to Prison. Their highest priority is keeping your treasure rooms full, so if you have tagged gold to mine or there are gold piles and pots sitting about, they will first run to these before doing anything else.

The Imp is the only minion that is purchased, which is done through the Create Imp spell. There may be a static limit on the number of Imps you can own, but if there is, it must be very high. Imps do not count toward your number of creatures, they do not take pay, and they do not eat. To get your Imps to do a specific job, grab them up and drop them down near the work site. Sometimes they can be very thick-headed, however, and will continue trying to do something else.

Imps are good at getting into trouble. They will run to their deaths by enemy traps until you have none left, and they will claim blindly into enemy territory. Make sure that all areas you don't want your Imps in are highly secured. If necessary in times of war, lock your imps into an unused room, such as a full Library. Keep your imps away from enemies at all costs; about the only thing they can fight and win against is a low-level Fly. Even Tunneller Dwarves can slaughter your whole bunch if they stumble upon your mining site. Also, do not let your Imps mine or work within sight of an enemy Keeper's minions, as this may encite him to use Lightning on the group of them.

Training Imps may at first seem useless, but with every level they gain, their speed and efficiency at all jobs increases, and at level 10, they gain the Teleport skill, enabling them to get from job to job instantly. Pick a few Imps at the beginning of a level and train them up. Soon you'll have a speedy workforce that can keep even million-dollar dungeons well stocked with gold.

There is a "secret" method through which you can obtain an army of vampires if you have an infinite source of money, a Bile Demon, and a Graveyard. Place your Bile Demon in a small locked room, and spawn five or more Imps in the room. Possess your Bile Demon and use the Breath of Death to give your new munchkins the murder treatment. Depossess, unlock the room, and drop in a like number of your working Imps and they'll drag their dead buddies to the Graveyard. For every 10 Imps, you'll get a bloodthirsty undead monstrosity!

If you have the Prison and a fast creature like a Mistress, set Imprisoning to on and try to get your enemy's Imps into a group (try setting up a series of Magic Doors in an area your enemy is likely to try to claim). When a congregation of Imps gathers, drop the Mistress into their midst and when she zaps them into submission, have your Imps take them to jail. This will run your enemies out of money as they will be unable to afford to create more Imps. This in turn angers their minions and makes their dungeons simple to claim.

Note that Imps cannot scavenge, be scavenged, die in Prison, be imprisoned or tortured by the keeper that owns them, answer a Call to Arms or Hold Audience spell, become angry, starve, or perform any room-based job such as research or manufacturing.






























 Beetle

Basic Stats STR: 25 ARM: 25 DEX: 55
DEF: 40 LCK: 3
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 Lair (1 tile)
Level 1 Health 250 Chickens Needed 1
Level 1 Salary 18 EXP Given for Hit 2
Training Cost
Per Charge
8 Slaps to Kill 22
Scavenging Cost 8 Special Traits None

Skills

Skill Level Acquired
Freeze 7

Strategic Lore

Generally the second creature any keeper will attract to his dungeon, the Beetle is the basic insectile warrior. He uses his arthropod mandibles to tear at whatever he doesn't like. Beetles are not very hardy and can only take minor damage at best. They have no special skills or jobs and are mostly useless beyond manning the most bare-bones dungeons.

Beetles often show up in levels where much more powerful minions can be had, and it is best in these instances to either throw them back out the portal, or if you have a Temple, sacrifice them. For every two Beetles you cast into the pool, the Dark Gods will reward you by instantly completing your current manufacturing project. You can bet your Bile Demons will love that!






























 Fly

Basic Stats STR: 10 ARM: 10 DEX: 50
DEF: 30 LCK: 15
Skill Levels Manufacturing: 1
Research: 1
Primary Job Exploration Natural Enemies Spider
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 5 EXP Given for Hit 3
Training Cost
Per Charge
5 Slaps to Kill 8
Scavenging Cost 4 Special Traits None

Skills

Skill Level Acquired
Sight 5
Speed 8

Strategic Lore

The Fly is the first minion that most keepers attract. They are fast fliers who have a love for exploration. They will enter your dungeon no matter how unequipped it may be and will proceed to buzz around in the latest additions. Flies are extremely weak creatures and are completely useless in combat, but on a rare occasion their scouting skills can alert you to danger. On the other hand, their tendency to explore enemy territory makes them short-lived. Their rivalry with Spiders is extremely annoying.

As with Beetles, in all but the least of dungeons it is better to dispose of Flies and make space for more useful creatures. Flies, like Beetles, are also appreciated by the Dark Gods, but even more so. Sacrificing two Flies will complete your current research project, regardless of how arduous it might have been. Keep two flies around and you could have Destroy Walls or Armageddon in considerably less time! Unfortunately, flies tend to not appear where the most difficult research has to be done.






























 Spider

Basic Stats STR: 40 ARM: 30 DEX: 60
DEF: 50 LCK: 3
Skill Levels Manufacturing: 2
Research: 1
Primary Job Training Natural Enemies Fly
Secondary Jobs Freeze Prisoners Anger Reaction Leaves Dungeon
Won't Do Jobs None Attracted By Lair (9 tiles), Hatchery (9 tiles)
Level 1 Health 400 Chickens Needed 2
Level 1 Salary 25 EXP Given for Hit 3
Training Cost
Per Charge
18 Slaps to Kill 24
Scavenging Cost 12 Special Traits None

Skills

Skill Level Acquired
Slow 2
Freeze 4
Hailstorm 8

Strategic Lore

Spiders are the finest of arthropod creatures that will enter your dungeon. They are reasonably strong and fill the useful position of dedicated freezers. Placing them on the front lines will turn the competition quite cold-hearted. In addition, trained spiders will use their time off to freeze prisoners, which helps extend their lives while you're away tending to more urgent matters. Spiders should not share a Lair with Flies under any circumstance, but keeping your Flies from buzzing into your Spiders' Lair can definitely test your mettle.

Spiders are not as useful as most of the other creatures you'll obtain, but they can hold their own, and their freezing skills are useful. We recommend keeping one or two around. Again, the Dark Gods' affinity for arthropods means rewards in the temple, as well. Multiple recipes involve Spiders: a Fly and a Spider for a Warlock, a Beetle and a Spider for a Mistress, and three Spiders for a Bile Demon.






























 Troll

Basic Stats STR: 40 ARM: 35 DEX: 50
DEF: 50 LCK: 10
Skill Levels Manufacturing: 4
Research: 1
Primary Job Manufacturing Natural Enemies None
Secondary Jobs None Anger Reaction Destroys Rooms
Won't Do Jobs Research Attracted By Workshop (9 tiles)
Level 1 Health 450 Chickens Needed 3
Level 1 Salary 50 EXP Given for Hit 7
Training Cost
Per Charge
12 Slaps to Kill 25
Scavenging Cost 18 Special Traits None

Skills

Skill Level Acquired
Speed 4
Fireball 7
Grenade 10

Strategic Lore

Trolls are the blue-collar work force of the underworld. They come to your dungeon solely for the purpose of manufacturing. They love to whittle away countless hours banging at the enchanted anvils and machines. Trolls are not very useful in combat, but if trained to high level they can provide a last line of defense. If invasion is imminent, give your Trolls occasional training breaks by rotating them between the Workshop and the Training Room. Then when your enemies come knocking, they can at least hold their own long enough to help repel the invasion. There will be times this is necessary!

Most of the time you may not want to keep Trolls. Their reduced value in combat usually makes it more advantageous to get rid of them and make space for other creatures. However, if your minion count for the realm is high, or you are highly dependent upon the workshop for money, it might be a good idea to keep a few, and proceed to train them occasionally for safety.






























 Demon Spawn

Basic Stats STR: 50 ARM: 40 DEX: 70
DEF: 50 LCK: 8
Skill Levels Manufacturing: 2
Research: 2
Primary Job Training Natural Enemies Hellhound
Secondary Jobs None Anger Reaction Damages Walls
Won't Do Jobs None Attracted By Training Room (1 tile), Treasure Room (25 tiles)
Level 1 Health 325 Chickens Needed 2
Level 1 Salary 70 EXP Given for Hit 6
Training Cost
Per Charge
15 Slaps to Kill 30
Scavenging Cost 16 Special Traits Morphs into Dragon;
Immune to lava

Skills

Skill Level Acquired
Missile 4
Heal 7

Strategic Lore

Demon Spawn are the next step up from Spiders in the heirarchy of dungeon warriors. They are very good fighters despite their diminuitive size. Demon Spawn will begin coming to your dungeon as soon as you've constructed a worthy Training Room. Beware in the earlier realms of the original campaign of the fact that Demon Spawn will train you out of house and home if you can't lock them out as necessary. Demon Spawn should not share lairs with Hellhounds, but as with Flies and Spiders, it can be diffcult to keep these rivals separate.

Demon Spawn are good fighters and will serve you well in your earliest conquests, but later on when you have Orcs and Dragons, their usefulness is diminshed. In most (but not all) realms, Demon Spawn will morph into Dragons when trained past level 10. Remember also that the magic of the Resurrect Creature special can create a clone of your minion that's still a Demon Spawn after he morphs. Let him train again, and you'll have two Dragons (and if you have another Resurrect Creature, you can repeat this procedure!).






























 Hellhound

Basic Stats STR: 55 ARM: 35 DEX: 70
DEF: 50 LCK: 8
Skill Levels Manufacturing: 1
Research: 1
Primary Job Seeking Enemies Natural Enemies Demon Spawn
Secondary Jobs Decomposition Aid Anger Reaction Leaves Dungeon
Won't Do Jobs None Attracted By Scavenger Room (9 tiles)
Level 1 Health 600 Chickens Needed 3
Level 1 Salary 67 EXP Given for Hit 13
Training Cost
Per Charge
14 Slaps to Kill 40
Scavenging Cost 16 Special Traits Immune to lava

Skills

Skill Level Acquired
Speed 3
Flame Breath 5

Strategic Lore

The Hellhound is a two-headed dog-like minion who spends his time trotting about looking for dangerous things to do. Hellhounds share with Flies an explorer mentality, but Hellhounds will specifically seek out enemies on their excursions rather than simply exploring. This can be really annoying, but since Hellhounds are only marginally useful to begin with, it isn't much of a loss if they die. In fact, releasing them at strategic times can create diversionary battles that may allow you to charge deep into enemy territory with a large group of your real fighters before the doggy drops dead. To attract a Hellhound from the portal, you'll need a 9-tile Scavenger Room, but Hellhounds are more often found as unaligned creatures.

Hellhounds have one semi-useful job - aiding decomposition. They'll go to your Graveyard as soon as any bodies are placed within and begin urinating on the corpses. What's the use of this? Well, it will make the bodies decompose faster, freeing up sometimes precious Graveyard space, and makes Vampires appear faster as a result.






























 Tentacle

Basic Stats STR: 50 ARM: 50 DEX: 65
DEF: 50 LCK: 3
Skill Levels Manufacturing: 1
Research: 1
Primary Job None Natural Enemies None
Secondary Jobs None Anger Reaction Joins Enemy
Won't Do Jobs None Attracted By Lair (9 tiles), Temple (9 tiles)
Level 1 Health 700 Chickens Needed 1
Level 1 Salary 45 EXP Given for Hit 12
Training Cost
Per Charge
14 Slaps to Kill 40
Scavenging Cost 8 Special Traits None

Skills

Skill Level Acquired
Freeze 5

Strategic Lore

The Tentacle is one of the most elusive creatures, but you'll find the wait for him to be mostly disappointing. He is a only a moderate fighter, and he joins the Spider in the position of being a dedicated freezer. Tentacles are pretty tough, so they will hold their own in most combat situations. They are mostly of use as backup to help other creatures deal the real damage.

Tentacles are never attracted from the Portal in the original campaign, but rather are found unaligned in aquatic areas. Tentacles are water creatures, and as such, placing their Lair next to water will cause them to gain experience. Throw tentacles away only if they're keeping better minions out of your dungeon. Otherwise, they make excellent guards and backup fighters.






























 Orc

Basic Stats STR: 65 ARM: 60 DEX: 60
DEF: 65 LCK: 12
Skill Levels Manufacturing: 3
Research: 0
Primary Job Training Natural Enemies None
Secondary Jobs Guard Post Duty Anger Reaction Destroys Rooms
Won't Do Jobs None Attracted By Barracks (1 tile), Training Room (9 tiles)
Level 1 Health 700 Chickens Needed 2
Level 1 Salary 95 EXP Given for Hit 15
Training Cost
Per Charge
15 Slaps to Kill 40
Scavenging Cost 20 Special Traits Leadership

Skills

Skill Level Acquired
Speed 5
Armor 7
Grenade 9

Strategic Lore

Orcs are solid, fast fighters who deal decent damage and have high defense. Orcs are natural leaders, and will usually take the lead if placed into the Barracks. They are loyal and hard to anger. Truly a staple minion.

Orcs come to your dungeon only to partake of war, but they are actually highly skilled at manufacturing - only the Troll has more skill at this job. Orcs will, however, voluntarily assign themselves to Guard Post duty once they are at maximum experience or if they cannot currently train. This is very useful for advance notice of trouble.






























 Bile Demon

Basic Stats STR: 80 ARM: 60 DEX: 40
DEF: 30 LCK: 5
Skill Levels Manufacturing: 3
Research: 1
Primary Job Manufacturing Natural Enemies Skeleton
Secondary Jobs None Anger Reaction Leaves Dungeon
Won't Do Jobs None Attracted By Lair (25 tiles), Hatchery (25 tiles)
Level 1 Health 1200 Chickens Needed 6
Level 1 Salary 98 EXP Given for Hit 9
Training Cost
Per Charge
38 Slaps to Kill ???
Scavenging Cost 30 Special Traits Immune to Gas;
Not Affected By Wind

Skills

Skill Level Acquired
Poison Gas Cloud 2
Flatulence 4
Grenade 7

Strategic Lore

Foul and corpulent, the Bile Demon is truly the embodiment of everything a real Keeper stands for. This is just one reason to keep them around, though. Bile Demons are physically strong, guarded by layer upon layer of fat. They also attack in a very unique and effective manner which consists of letting gasses from various parts of their bodies. It is most recommended to train Bile Demons past level 4 if you plan to use them in combat. This is so that they gain the Fart of Doom. After that point, they will stop using Breath of Death (aka. Poison Gas) at close range. This is good because as you should know, Poison Gas can hurt your own minions.

Bile Demons are large and take up way more than their share of space. They need a Lair of at least 25 tiles, and use up 2 tiles of it with their rotund rear ends. They will also eat you out of house and home, needing as many as 6 chickens to be satiated, and requiring a Hatchery of at least 25 tiles (they have to be able to fit in there to eat, you know). Being gluttons as they are, Bile Demons have a resentment for Skeletons, who regularly express a strong distaste for food (they say it gets stuck in their ribs!). This rivalry is dangerous, since Bile Demons are worth more than Skeletons, but the Skeleton may often win the battle due to their lethal Lightning spell. Keep these species as far apart as possible.

Fortunately, Bile Demons make up for their use of space. They are extremely skilled manufacturers. They will drag their hefty selves to your workshop as soon as you open it for business and begin swinging their horns mercilessly at the machines. In no time flat you'll have more furniture than you'll know what to do with.

Bile Demons also have a bad attitude. Try slapping one upside the head sometime and watch what you get. The English two-finger salute! Legend has it that English bowmen originated this gesture in the Middle Ages and used it to taunt French soldiers from the ramparts. The reason for this was to show that they still had their bow fingers, which the French were known to cut off of soldiers whom they captured. Sounds like a few Frenchmen in your dungeon wouldn't be a bad thing, Keeper. Parlez vous franšais?






























 Dragon

Basic Stats STR: 90 ARM: 90 DEX: 60
DEF: 50 LCK: 18
Skill Levels Manufacturing: 1
Research: 4
Primary Job Research Natural Enemies None
Secondary Jobs Training Anger Reaction Steals Gold
Won't Do Jobs None Attracted By Lair (15 tiles), Treasure Room (25 tiles)
Level 1 Health 900 Chickens Needed 4
Level 1 Salary 350 EXP Given for Hit 17
Training Cost
Per Charge
40 Slaps to Kill 40
Scavenging Cost 35 Special Traits Immune to Lava

Skills

Skill Level Acquired
Flame Breath 1
Heal 2
Grenade 3
Meteor 7
Word of Power 10

Strategic Lore

The Dragon is said by many to be the ultimate all-around best minion. He is tough as nails, a decent melee fighter, and a skilled spellcaster. He is an excellent researcher, and he will manufacture if the need is great. Dragons fill many critical niches and are a staple minion for a Keeper of any stature at all.

Dragons are large creatures that require a 15-tile lair and use up a full 4 tiles of it for each one. Dragons, in typical style, love gold and only want to enter dungeons with full-sized treasure rooms. They take higher-than-average pay, and if they become angry, they will steal extra gold from your treasure room.

Dragons are one of the few creatures that can walk through lava, and this can be both a blessing and a curse. Your Dragons can get around better, but so can the enemy's. Try getting your Dragons to sleep next to lava if possible. They'll actually gain experience from it.






























 Horned Reaper

Basic Stats STR: 150 ARM: 70 DEX: 160
DEF: 70 LCK: 30
Skill Levels Manufacturing: 0
Research: 1
Primary Job Combat Natural Enemies None
Secondary Jobs None Anger Reaction Becomes Psychotic
Won't Do Jobs Barracks Attracted By Temple (9 tiles)
Level 1 Health 2000 Chickens Needed 4
Level 1 Salary 950 EXP Given for Hit 35
Training Cost
Per Charge
150 Slaps to Kill 80
Scavenging Cost 30 Special Traits Easily Angered;
Immune to Lava

Skills

Skill Level Acquired
Speed 5
Slow 10

Strategic Lore

The Horned Reaper is the crowning glory of a truly savage Keeper's dungeon. Said to be personal servants of the Dark Gods, they are almost exclusively obtained through the dear sacrifice of a Troll, a Bile Demon, and a Mistress. These creatures symbolize industriousness, greed, and ruthlessness: the three primary features of the Horned Reaper, and the three ideals to which all Keepers aspire.

The Horned Reaper is a psychopath; his sole reason for existence is killing. In order to properly direct his rage, you must understand how to handle him. Being accustomed to life in places of high honor in the underworld, Horny demands special treatment. He will become angered by just about anything. The most important things to avoid are picking up or holding him in the Hand of Evil, slapping him, and leaving him idle for any amount of time. Y

You must learn to treat Horny with respect, or he will turn on you quickly. As soon as the gods deliver your gift, pick him up quickly and place him in his own lair. Sprinkle some money on him to calm him, then place him in the Training Room and make sure he stays there. Make certain that he can get his pay, or he'll become extremely angry. Once he has reached level 10, place him on a Guard Post or in the Temple - do not allow him to sit idle, or you'll have to keep sprinkling money on him every few seconds. Use Call of Arms to move him about whenever possible. Do not attempt to use him as a leader in the Barracks - Hornies will not group.

Why not just let Horny become angry? After all, what keeper needs such an insult to his pride? Well, here's why. Once he becomes angry to the maximum, you have only a short time to calm him before he will go into a psychotic rage. Once this happens, it will be impossible to ever calm him down again. When Horny goes psycho, he will kill anything he sees. Your other minions will detest his attitude and will actually fight him willingly.

Is Horny worth the price? We have heard mixed opinions, but the overwhelming answer is yes, if you have the resources. It is unwise to summon him to a realm where you are not well-established, as he must be kept occupied and takes high pay. The Horned Reaper is a true status symbol, and as such he belongs only in lavish dungeons. Know your limits and don't exceed them.






























 Warlock

Basic Stats STR: 20 ARM: 15 DEX: 100
DEF: 30 LCK: 6
Skill Levels Manufacturing: 1
Research: 4
Primary Job Research Natural Enemies Vampire
Secondary Jobs None Anger Reaction Incites Revolt
Won't Do Jobs Manufacturing Attracted By Library (9 tiles)
Level 1 Health 350 Chickens Needed 3
Level 1 Salary 120 EXP Given for Hit 12
Training Cost
Per Charge
30 Slaps to Kill 17
Scavenging Cost 25 Special Traits None

Skills

Skill Level Acquired
Fireball 2
Heal 3
Meteor 4
Invisibility 5
Navigating Missile 6
Sight 7
Wind 8
Word of Power 9

Strategic Lore

The Warlock is the Keeper's first choice for spellcaster and researcher. Warlocks are attracted to your dungeon by the presence of a Library, and they will spend most of their time there if you so allow. Warlocks are known to be greedy and have an affinity for money. Sleeping by gold will increase their experience.

Warlocks can be very testy, as well. If they become angry and are at high level, or if too many are grouped together in the Barracks, they will lead a revolt. You'll know when this happens - a large number of your creatures will follow behind a Warlock as if they are a party formed in the Barracks and will refuse to do any kind of job. You can end a revolt by imprisoning or torturing the Warlock leading it, but there is no guarantee that it will not happen again, and indeed, revolting minions are actually more peaceful than angry minions roaming without any direction. It may be wiser to let it go on if you cannot resolve the situation immediately.

Warlocks have an intense hatred for Vampires due to their fruitless and everlasting search for the secret to eternal life. Keep their lairs separated and make sure that shared resources such as Hatcheries and Treasure Rooms don't require them to pass through one another's Lairs.

Warlocks have one seriously annoying trait, and that is their use of the Wind spell. Wind is by far the most aggravating spell of all, as it can whisk whole groups of your minions into far-off corners, over lava, into traps, and right into the waiting claws of the enemy. If possible, keep your warlocks separate from your other fighters.

Be sure to train your Warlocks. They'll spend too much time in the Library if you let them, and then you have an irritatingly long training phase. Warlocks are valuable, powerful minions, so you want them to be strong. Rotate them between training and research.






























 Dark Mistress

Basic Stats STR: 60 ARM: 50 DEX: 70
DEF: 70 LCK: 20
Skill Levels Manufacturing: 2
Research: 2
Primary Job Training Natural Enemies Samurai
Secondary Jobs Kinky Torture Anger Reaction Kills Creatures
Won't Do Jobs None Attracted By Torture Room (9 tiles)
Level 1 Health 700 Chickens Needed 3
Level 1 Salary 175 EXP Given for Hit 15
Training Cost
Per Charge
24 Slaps to Kill 50
Scavenging Cost 25 Special Traits None

Skills

Skill Level Acquired
Lightning 6
Speed 7
Drain 9
Teleport 10

Strategic Lore

The Dark Mistress. One can never say too much about this saucy wench. She is a sado-masochist. Slapping a Dark Mistress will actually make her happy, and she will voluntarily torture herself for hours when left idle. Mistresses are ruthless in combat. They share with the Dragon a fearful combination of melee strength and spellcasting ability. Their combination of Drain and Lightning is the most fatal one-two in all of the underworld. Mistresses are also highly flexible, being moderately skilled in both manufacturing and research.

Mistresses can be ruthless to your own creatures if angered, and note that torturing or slapping them will not serve as punitive actions. She shares her tendency to kill things when angry with the Vampire and Samurai. Speaking of Samurai, Dark Mistresses resent their hatred of torture and snobby sense of honor, and so they will fight them if the Samurai comes into their Lair. Again, keep these species separate.

Maximum-level Mistresses command the Teleport skill, and thus they can warp to the Call to Arms banner ahead of your other minions. Keep this in mind, because it can have disadvantages - dropping your Mistresses alone into an area where they are vastly outnumbered will shorten their lives.






























 Ghost

Basic Stats STR: 20 ARM: 20 DEX: 90
DEF: 60 LCK: 10
Skill Levels Manufacturing: 1
Research: 2
Primary Job Prayer Natural Enemies None
Secondary Jobs None Anger Reaction Leaves Dungeon
Won't Do Jobs None Attracted By Torture Room (1 tile)
Level 1 Health 200 Chickens Needed 0
Level 1 Salary 20 EXP Given for Hit 14
Training Cost
Per Charge
20 Slaps to Kill --
Scavenging Cost 10 Special Traits Sees Concealed Creatures;
Immune to Gas

Skills

Skill Level Acquired
Rebound 1
Invisibility 3
Wind 6
Drain 8

Strategic Lore

The most common source of Ghosts is death in the torture room. Upset by the horrendous pain they experienced before dying, the spirits of torture victims return to your dungeon under your command to fret and stew. Ghosts are largely useless and "die" very easily. Also, their insistence on expressing rage at the Dark Gods makes them an annoying use of sometimes sorely needed Temple space.

Throw Ghosts out unless you have a large number of them, or perhaps need them for guards. Ghosts have the ability to see concealed creatures even without the Sight skill, and this improves their patrolling capability.






























 Skeleton

Basic Stats STR: 55 ARM: 20 DEX: 70
DEF: 50 LCK: 2
Skill Levels Manufacturing: 1
Research: 1
Primary Job Training Natural Enemies Bile Demon
Secondary Jobs None Anger Reaction Leaves Dungeon
Won't Do Jobs None Attracted By Training Room (9 tiles), Prison (1 tile)
Level 1 Health 500 Chickens Needed 0
Level 1 Salary 70 EXP Given for Hit 10
Training Cost
Per Charge
20 Slaps to Kill 20
Scavenging Cost 15 Special Traits Undead

Skills

Skill Level Acquired
Armor 5
Lightning 10

Strategic Lore

Skeletons are most commonly obtained by letting creatures starve to death in Prison. Skeletons do not have much life, but they command the fearful Lightning spell, so if you acquire a number of them they can contribute to your army significantly. Skeletons don't need to eat, and don't want to either - they have an annoying hatred for Bile Demons, their diametric opposite in this respect. It's Fat vs. Skinny in a fight to the death. You know what to do if this is a problem.

Make the judgment on whether to convert a creature via torture or to let it die in Prison and become a Skeleton based on what sort of creature you are dealing with. Sometimes this is obvious, as in the case of Dwarves and Archers.

The following creatures are considered humanoid and can become Skeletons:































 Vampire

Basic Stats STR: 70 ARM: 30 DEX: 80
DEF: 80 LCK: 25
Skill Levels Manufacturing: 1
Research: 3
Primary Job Scavenging Natural Enemies Warlock
Secondary Jobs None Anger Reaction Kills Creatures;
Incites Revolt
Won't Do Jobs None Attracted By Lair (9 tiles), Graveyard (30 tiles)
Level 1 Health 800 Chickens Needed 2
Level 1 Salary 750 EXP Given for Hit 20
Training Cost
Per Charge
50 Slaps to Kill 60
Scavenging Cost 25 Special Traits Immortality;
Immune to Gas

Skills

Skill Level Acquired
Flight 2
Slow 3
Teleport 4
Heal 5
Drain 6
Armor 7
Wind 8
Word of Power 10

Strategic Lore

The Vampire is one of the more frightening creatures you can obtain. One Vampire will rise from your graveyard for every 10 bodies that decay within its dank confines. Vampires are extremely powerful spellcasters. Their ability to resurrect, power of flight, less frequent use of wind, and possession of the Drain skill make them better than Warlocks. Vampires can research, train very quickly, and also have a special bonus. By default, idle Vampires will go to the Scavenger Room. Having Vampires in your Scavenger Room not only makes it possible to get enemy vampires, but it also doubles the scavenging value for any other creature currently in the room!

Vampires are extremely testy. They're quick to anger, and when they're mad, not only do they kill things, but they will lead revolts. What's strange is that they will even kill their own followers when revolting. Try to keep this situation from happening for sure! As mentioned above, Vampires return Warlocks' hatred readily, and sometimes they even seem to seek each other out. Do your best to prevent these petty fights.

Putting Vampires into the Temple for any reason is not a good idea. They despise the Dark Gods for banishing them into undead bodies, and being in the temple for very long at all will put them into a blind rage. This has unfortunate consequences as far as healing them of disease and trying to protect them from scavenging go. If your vampires are being scavenged, you probably might as well throw them out the portal.

Got a lot of money and a lot of patience? Try spawning Imps in a small room and using a Bile Demon or another creature to kill them, then have your working imps drag their dead pals to the Graveyard. As with any other creature, every 10 munchkins you execute will get you another undead bloodsucker. This strategy is extremely useful for increasing your ranks when outnumbered, as you'll find in many realms of the Deeper Dungeons.

Vampires are the only creature that is immortal. As long as a Vampire has trained to level 2 or higher, he can resurrect himself within his lair at the cost of 1 level of experience. This means that your level 10 Vampires can return to life a total of nine times, assuming that you do not retrain them.