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The Maladjusted Employees.
Imps | Flies | Beetles | Spiders | Demon Spawn | Warlocks | Troll | Bile Demon | Orcs | Dragons | Dark Mistress | Hellhound | Ghost | Skeleton | Tentacles | Horned Reaper
The numbers in brackets after the skills are the levels that the skills are gained at or the size of rooms needed to attract the creature. Depends.
Imps.
These industrious little craven cowards dig out your Dungeon, mine your gold,
carry prisoners and dead bodies to the right rooms, repair and fortify your
Dungeon, claim enemy territory, avoid fights and die like flies. You need a lot
of them.
Only made by the Create Imp spell.
Primary Job: Digging, carrying, running around, expanding your territory,
being slapped, dying.
Secondary Job: Running away from fights.
Skills: Digging(1), Speed(3), Teleport(10)
Notes: Cannot scavenge, research or manufacture. Poor
hearing and vision. Does not eat or sleep.
Flies.
These inquisitive little creatures will come early in the game and
will explore as far as they can. Being able to fly, they can move around the map
without setting of traps so will reveal more of the map to you. But they do pick
fights with anyone. Brave but stupid because they tend to die.
Flies don't
need any rooms to attract them, so tend to be the first creatures you get. But
they soon need a Lair or become unhappy.
Lair Enemy: Spider.
Primary
Job: Exploring
Secondary Job: None
Skills: Sight(5), Speed(8).
Beetles.
Armor plated scuttlers who creep round your Dungeon jumping on
the unwary. Not particularly skillful but make good sacrifices.
Attracted by
Lair(1)
Primary Job: None
Secondary Job: None
Skills: Freeze(7)
Spiders.
Web-spinning eight legged insects who are quite useful in a
fight and around your Dungeon.
Lair enemy is the Fly.
Attracted by
Lair(9) and Hatchery(9)
Primary Job: Freezing Prisoners
Secondary Job:
Training
Skills: Slow(2), Freeze(4), Hailstorm(8).
Demon Spawn.
Ugly, vicious little green things that just tend to grow
into Dragons and are eager to fight.
Attracted by Training Room(1)
andTreasure Room(1)
Primary Job: Training.
Secondary Job: Barracks Room.
Skills: Missile(4), Heal(7).
Notes: Once a Demon Spawn has trained up to level 10, they
carry on training and turn into Dragons. But only on some levels. Immune to
Lava.
Warlocks.
Bad tempered, armed with fireballs, constanly planning
revolutions and a tendency to kill your Imps may be the downside of the Warlock,
but they are the first of your Minions with ranged attacks, and are superb
researchers.
Lair enemy is the Vampire.
Attracted by Library(9)
Primary Job: Researching.
Secondary Job: None
Refuses: Workshop.
Skills: Fireball(2), Heal(3), Meteor(4), Invisability(5), Navigating
Missile(6), Sight(7), Wind(8), Word of Power(9).
Notes: If Warlocks are placed in a Barracks room and their
combined levels are 15 or more, the Warlocks stage a revolution. Warlocks should
be dropped away from a battle so they can use their spells to best effect.
Troll.
Only a moderate fighter, the Troll comes with a big hammer to hit
people with, but put them in a Workshop, they hit things until they go together
and don't ask were the wood came from.
Attracted by Workshop(1)
Primary
Job: Workshop.
Secondary Job: None.
Skills: Speed(4), Fireball(7), Grenade(9).
Bile Demon.
The bloated, overfed, flatulence ridden, behorned, red, lard
sack is good in the workshop, but better in fights. In fact, you can forgive him
his appetite, if your Hatchery is big enough.
Attracted by Hatchery(25) and
Lair(25)
Primary Job: Workshop
Secondary Job: None.
Skills: Poison
Gas(2), Fart(4), Grenade(7).
Notes: Take up two tiles in the Lair. It is best to
train your Bile Demons since they make good fighters. But their poison gas
attack harms your own creatures until the Bile Demons reach level four, when it
only harms the enemy. And I mean it about the big Hatchery.
Orcs.
Purple skinned moderate fighters that you can rely on to guard your
realm from enemy invasion, if you build Guard Posts.
Attracted by
Barracks(1) and Training Room(9)
Primary Job: Training.
Secondary Job:
Guarding.
Skills:
Speed(5), Armour(7), Grenade(9).
Dragons.
Slow and graceful with bad breath, these huge creatures are
superb at all they do. Heavily armored, these are the shock troops of your
Dungeon, and the best all rounder. Good researchers and fighters.
Attracted
by Treasure Room(25) and Lair(15).
Primary Job: Research.
Secondary Job:
Training.
Skills: Flame Breath(1), Heal(2), Grenade(3), Meteor(7), Word of
Power(10).
Notes: Take up four squares in Lair. Immune to Lava.
Dark Mistress.
Reveling in pain and eager to fight, the Mistress' cry's
echo through your realm. If your ever see a Mistress running away from the
Torture Chamber, you can be sure there is a fight on somewhere. They want your
attention, and will do anything for it.
Lair Enemy is the
Samurai.
Attracted by Torture Chamber(9 tiles)
Primary Job: Fighting.
Secondary Job: Training and Kinky Torture.
Refused: Nothing. Absolutly
nothing at all
Skills: Ligthning(6),
Speed(7), Drain(9), Teleport(10).
Vampire.
Pale of skin and in need of suntan lotion, these are fearsome and
powerful warriors who just won't stay dead.
Lair Enemy is the
Warlock.
Made by dead bodies in your Graveyard.
Primary Job:
Scavenging.
Secondary Job: Researching.
Refuses: Manufacturing.
Skills:
Flight(2), Slow(3), Teleport(4), Heal(5), Drain(6), Armour(7), Wind(8), Word of
Power(10)
Notes: Immune to
gas. Sees invisible creatures. Increases chance of scavenging, if no enemy
Vampires oppose him. A forth or higher level Vampire that dies reincarnates at
his Lair minus one level.
Hell Hound.
Has a nice ring, doesn't it? A loyal servant of darkness,
curled up by you feet, happily chewing the throats of innocent children he
herded into the darkness. Don't get to attached to the pooch, though.
Attacted by Sacvenger Room (9 tiles)
Primary Job: Seeking the Enemy.
Secondary Job: Decomposing Bodies.
Skills: Speed(3), Flame Breath(5).
Notes: Can hear the enemy, even through stone. Helps speed
up the decomposition of bodies in the grave yard (by peeing on them).
Ghost.
No Dungeon is complete without without the wails of the damned
echoing through out the corridors. These floating phantoms fit the bill.
Can
not be attracted.
Primary Job: Temple Duty.
Secondary Job: Research.
Skills: Rebound(1), Invisabilty(2), Wind(6), Drain(8).
Notes:
Sees concealed creatures. Ghosts are produced by torturing people to
death. Ghosts fly.
Skeleton.
These brittle-boned warriors were good fighters when alive. Not
good enough, obvisouly. These skinny solidiers work for you but, being weak
don't have that much survivalbilty, and not alot in the brains department.
Not attracted, made at Prison.
Primary Job: Training
Secondary Job:
Grouping.
Skills: Armour(5), Lightning(10).
Notes: Skeletons are made by
humanoid creatures dying in the Prison.
Tentacles.
Hiding in the water, waiting for the unwary to come close,
then strikes with its suckers and drags them underwater, to drown them.
A
Lair(9) and Temple(9) increase the chance of attracting a Tentacles.
Primary
Job: Fighting
Secondary Job: None
Skills: Freeze(5).
Horned Reaper.
The Horned Reaper wants one thing. To kill. Then kill some
more. Then jump up and down on the bodies.
Cannot be attracted. Can only be
got by sacrifice, discovery, finding them or starting a level with them.
Primary Job: Fighting.
Secondary Job:None.
Refused: Barracks Duty.
Skills: Speed(5), Slow(10)
Notes:
A very unhappy creature. A very, very unhappy creature. Keep him happy or lose
the rest of your minions. And don't call him Horned.
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