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.
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!
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.
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.
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.
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!).
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.
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.
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.
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 français?
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.
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.
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.
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.
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.
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:
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.