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Thread: Creature & Hero List

  
  1. #1
    Dungeon Keeper
    Join Date
    Aug 2009
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    The Netherlands
    Posts
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    Gamertag: Lucien 046 Steam ID: Duke_Ragereaver

    Default Creature & Hero List

    Remember if you want a specific creature to look here if it's available at this point or not, it will get regularly updated.

    Lime presents the creature is available in the RPG, while red obviously presents the opposite. Orange is used for Undead when a Keeper has the proper Room requirements but lacks the additional required resources. Grey stands for unknown at this point.

    Note: Most images were made by Tod, an artist from the French DK site Dk.net so the credits of these images go to him. If you want to use these images, you are obliged to add his name!

    Creatures



    Goblin
    Code:
    Requirements: None
    
    Default Abilities:
    Level 1: Attack
    Level 6: Speed Self
    Level 9: Protect Self
    
    Available: 
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Fly
    Code:
    Requirements: None
    
    Default Abilities:
    Level 1: Attack
    Level 3: Speed Self
    Level 5: Sight
    Level 8: Slow
    
    Unique Ability: Can Fly
    
    Available:
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Firefly
    Code:
    Requirements: None
    
    Default Abilities:
    Level 1: Attack
    Level 4: Slow
    Level 6: Fireball
    Level 7: Sight
    Level 10: Protect Self
    
    Unique Ability: Can Fly
    
    Available:
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Beetle
    Code:
    Requirements: Lair
    
    Default Abilities:
    Level 1: Attack
    Level 4: Protect Self
    Level 7: Freeze
    
    Available:
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Spider
    Code:
    Requirements: Hatchery
    
    Default Abilities:
    Level 1: Attack
    Level 3: Web
    Level 5: Freeze
    Level 8: Hailstorm
    
    Available:
    Northland: Yes
    Red Crystal Island: Yes
    Faircoast: Yes
    Frozengard: Yes


    Warlock
    Code:
    Requirements: Library
    
    Default Abilities:
    Level 1: Attack
    Level 2: Fireball
    Level 3: Heal Other
    Level 4: Meteor
    Level 5: Invisibility
    Level 6: Navigating Missile
    Level 7: Sight (Passive)
    Level 8: Whirlwind
    Level 10: Word of Power
    
    Available: 
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Troll
    Code:
    Requirements: Workshop
    
    Default Abilities:
    Level 1: Attack
    Level 5: Speed Self
    Level 7: Grenade
    
    Available:
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Orc
    Code:
    Requirements: Guard Room
    
    Default Abilities:
    Level 1: Attack
    Level 4: Speed
    Level 7: Protect Self
    Level 9: Grenade
    
    Available: 
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Dark Elf
    Code:
    Requirements: Guard Room
    
    Default abilities:
    Level 1: Attack
    Level 1: Arrow
    Level 4: Missile
    Level 6: Guided Bolt
    Level 7: Sight
    Level 9: Protect Other
    
    Available: 
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Bile Demon
    Code:
    Requirements: Hatchery + Workshop
    
    Default Abilities:
    Level 1: Attack
    Level 2: Poison Cloud
    Level 4: Fart
    Level 7: Protect Self
    
    Unique Ability: Immune to Gas
    
    Available:
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Salamander
    Code:
    Requirements: Training Room and Lava Presence
    
    Default Abilities:
    Level 1: Attack
    Level 2: Fire Spit
    Level 4: Fireball
    Level 6: Speed Self
    Level 7: Meteor
    
    Unique Ability: Immune to Lava
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: Yes
    Frozengard: Yes


    Demon Spawn
    Code:
    Requirements: Training Room
    
    Default Abilities:
    Level 1: Attack
    Level 4: Fireball
    Level 7: Heal Self
    Level 10: Protect Self
    
    Unique Abilities: Immune to Lava, At level 10 Is allowed to Transform into a Level 1 Elite Dragon
    
    Available:
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: Yes
    Frozengard: Yes


    Dragon
    Code:
    Requirements: Once a Demon Spawn reaches Level 10 or Beyond (Elite).
    
    Default Abilities:
    Level 1: Flame Breath
    Level 1: Attack
    Level 2: Heal Self
    Level 4: Fireball
    Level 7: Meteor
    Level 9: Protect Self
    Level 10: Word of Power
    
    Unique Abilities: Immune to Lava, Can also use the ''Flame Breath'' as a subsitute to ''Attack''


    Skeleton
    Code:
    Requirements: A Humanoid Prisoner Dies while in Captivity
    
    Default Abilities:
    Level 1: Attack
    Level 5: Protect Self
    Level 10: Lightning
    
    Unique ability: Doesn't Need Food, Immune to Gas
    
    Available:
    Northland: No Humanoid Prisoners
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No Humanoid Prisoners


    Ghost
    Code:
    Requirements: A Prisoner Dies while under Torture
    
    Default Abilities:
    Level 1: Attack
    Level 2: Invisibility
    Level 4: Rebound
    Level 6: Drain
    Level 8: Freeze
    
    Unique Abilities: Can Pass Through Locked Doors, Immune to Gas, Doesn't Need Food, Can Fly
    
    Available:
    Northland: No Prisoners being Tortured
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Rogue
    Code:
    Requirements: Casino
    
    Default Abilities:
    Level 1: Attack
    Level 4: Speed Self
    Level 5: Invisibility
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: Yes
    Frozengard: No


    Dark Mistress
    Code:
    Requirements: Torture Chamber
    
    Default Abilities:
    Level 1: Attack
    Level 5: Lightning
    Level 7: Speed Self
    Level 9: Drain
    Level 10: Freeze
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Tentacle
    Code:
    Requirements: Temple and Water Presence
    
    Default Abilities:
    Level 1: Attack
    Level 3: Freeze
    Level 5: Hailstorm
    Level 8: Protect Self
    
    Unique Ability: Moves *much* Faster in Water
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Hell Hound
    Code:
    Requirements: Scavenger Room
    
    Default Abilities:
    Level 1: Attack
    Level 3: Speed Self
    Level 5: Flame Breath
    Level 7: Sight
    
    Unique Ability: Immune to Lava
    
    Available:
    Northland: No
    Red Crystal Islands: No
    Faircoast: Yes
    Frozengard: No


    Vampire
    Code:
    Requirements: 5 Rotting Corpses on the Graveyard
    
    Default Abilities:
    Level 1: Attack
    Level 2: Flight
    Level 3: Slow
    Level 4: Drain
    Level 5: Heal Self
    Level 6: Teleport
    Level 7: Protect Self
    Level 9: Whirlwind
    Level 10 Freeze
    
    Unique Abilities: Cannot Cross Water, Resurrects when Dying if beyond Level 2 Except when Fighting Versus Monks, Fairies, or Priestesses. Experience Drops to 0 When Resurrecting. If a Vampire has Less than Half Experience to Reach his Next Level, he Drops a Full Level. (Experience Remains Intact Based off of Percentage of Its Progress to the Next Level)
    Level Drops Do Cause a Spell Loss if Dropped Beneath the Level it was Learned
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Black Knight
    Code:
    Requirements: Combat Pit
    
    Default Abilities:
    Level 1: Attack
    Level 4: Protect Self
    Level 10: Rebound
    
    Available: 
    Northland: Yes
    Red Crystal Islands: Yes
    Faircoast: No
    Frozengard: No


    Maiden of the Nest
    Code:
    Requirement: Library and Temple
    
    Default Abilities:
    Level 1: Attack
    Level 1: Poison
    Level 3: Web
    Level 5: Slow
    Level 7: Fear
    
    Unique Traits:
    Immune to All Negative Status Effects, Immune to Web
    
    Characteristics:
    A mutation between a human female and a spider, creating a rather unattractive and fearsome Creature. The Maiden is a slow but powerful woman, possessing poisonous magic that is feared by even the strongest of Creatures. Although large, the Maiden's flesh generally lacks toughness, making her a bit easier to kill. However, her immunity to negative status effects gives her a unique Strength in battle as a trade off.
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Dark Angel
    Code:
    Requirement: Temple, Scavenger Room, Sacrificed Creatures with a Total Level of At Least 5
    
    Default Abilities:
    Level 1: Attack
    Level 3: Flight
    Level 4: Meteor
    Level 5: Lightning
    Level 6: Disruption
    Level 7: Thunderstorm
    Level 10: Word of Power
    
    Unique Traits:
    Can Use Two High Power Spells, Negates Protect (Both on Him and Enemies), Negates Invulnerability (On Self)
    
    Characteristics:
    The Dark Angel is a mighty and feared Creature that has been summoned from the heavens. He possesses tremendously powerful offensive strength, both physical and magical. With this power, he can pierce enemy lines with ease. Powerful defensive Creatures such as the Bile Demon and Dragon are nothing to him. Not even the Protect Spell can stop such a powerhouse. However, he does have one fatal weakness, and that is his own lack of defense. Although mighty and proud, the Dark Angels must be cautious when charging straight into battle for they can find themselves easily slain by enemy blades and magic.
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Horned Reaper
    Code:
    Requirement: Temple, Combat Pit, Sacrificed Creatures with a Total Level of At Least 5
    
    Default Abilities:
    Level 1: Attack
    
    Unique Traits:
    Vulnerable to Magical Damage, Negates All Status Effects, Resistant to Stunning, Cannot be Picked Up, Can Walk on Lava
    
    Characteristics:
    The furious beast known as the Horned Reaper is a widely feared demon that has risen from hell. They're fast and powerful, with raw offensive power greater than that of a Dark Angel, if only barely. They are rumored to be unbeatable, but that is fortunately just a rumor. The Horned Reaper is noticeably weak in terms of defense. They're fast, but this is due to their own lack of armor. They lack any sort of Magic, and are vulnerable to Magic in general. They cannot be buffed, but at the same time, they cannot be debuffed. They're bold and reckless Creatures, which can save them if it intimidates an enemy enough, but also can be the most common cause of death if it doesn't.
    
    Available:
    Northland: Yes
    Red Crystal Islands: No
    Faircoast: No
    Frozengard: No


    Lesser Skeleton
    Code:
    Requirements: Summoned by the "Summon Skeleton" Spell
    
    Default Abilities:
    Level 1: Attack
    
    Characteristics:
    A summonable Skeleton that is generally weaker than a standard Skeleton. His offensive strength remains about the same, a bit weaker but it is barely noticable. He severely lacks any defensive power compared to the Skeleton, however. They also are typically lacking when it comes to Spells, even for Skeleton standards, but they do occasionally sacrifice even more of their Strength for a Spell or two.
    
    Unique ability: Doesn't Need Sleep/Food/Pay, Immune to Gas, Can Only be Controlled by the Summoner
    Last edited by Metal Gear Rex; May 5th, 2012 at 13:53.


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  2. #2
    Dungeon Keeper
    Join Date
    Aug 2009
    Location
    The Netherlands
    Posts
    1,010
    Gamer IDs

    Gamertag: Lucien 046 Steam ID: Duke_Ragereaver

    Default Re: Creature & Hero List

    Heroes are now available. New Heroes can only be obtained via convert, but Heroes may still be transferred from realm to realm. In order for a Hero to be converted, two new conditions must be met in addition to the standard conditions met when obtaining a new Creature through the Torture Chamber. The first is that the Keeper must have the proper Room Requirements. The second is that the owner of said new Hero must seek approval of the Keeper of the realm. This is because, in some cases, a tortured Hero is vital to the plot, so they can't really be RPed.

    When transferring a Hero from one realm to another, the Keeper must have either a Torture Chamber or a Scavenger Room in addition to the standard Room Requirements.

    Heroes will always begin with 0 Gold and at Level 1 like any other Creature regardless of their Level and Gold Held before they were converted.

    Tunnellers still retain their digging ability after being converted, but their drawback is that they're still notably weak in combat compared to other fighters. Royal Guards cannot be converted and are enemy only Heroes, simply because Royal Guards are essentially stronger variations of normal Guards. A Royal Guard would have to be powered down in order to be "balanced", and then they would just end up being the same as a regular Guard.

    Heroes

    Tunneller/Valley Dwarf

    Code:
    Requirements: None
    
    Abilities:
    Level 1: Dig
    Level 1: Attack
    
    Variants: Regular
    Rarity: Common
    Characteristics:
    Weakest of all heroes, his main purpose is to dig passages toward the Dungeon. Armed with 2 dual axes.
    
    Unique Ability: Can Dig Passages, Can See Secret Doors
    Mountain Dwarf

    Code:
    Requirements: Workshop
    
    Abilities:
    Level 1: Attack
    Level 4: Protect Self
    Level 7: Rebound
    
    Variants: Regular
    Rarity: Very Common
    Characteristics:
    Fares a little better than the Tunneller Dwarf, but has more abilities at his disposal at later levels and is pretty fast compared to other Heroes. Armed with a battleaxe.
    Human Archer

    Code:
    Requirements: Lair and Hatchery
    
    Abilities:
    Level 1: Attack
    Level 1: Arrow
    Level 4: Missile
    Level 6: Speed Self
    Level 8: Slow
    
    Variants: Regular
    Rarity: Very Common
    Characteristics:
    Lightly armored with only medium strength, the Archer is at it best from a distance. If allowed so he will cause some damage. Armed with a bow.
    Elven Archer

    Code:
    Requirements: Guard Room
    
    Abilities:
    Level 1: Attack
    Level 1: Arrow
    Level 2: Missile
    Level 4: Speed Self
    Level 6: Slow
    
    Variants: Regular
    Rarity: Common
    Characteristics:
    Identical to the Human Archer but they do get abilities faster on higher levels and is more accurate. Armed with a bow.
    Thief

    Code:
    Requirements: Casino
    
    Abilities:
    Level 1: Attack
    Level 4: Speed Self
    Level 8: Invisibility
    
    Variants: Regular
    Rarity: Very Common
    Characteristics:
    A weak fighter, but on higher levels they do get stronger and dangerous with the invisibility ability. Allowing them to still be active in the dungeon without being noticed. Armed with knifes.
    Guard

    Code:
    Requirements: Guard Room
    
    Abilities:
    Level 1: Attack
    Level 4: Protect Self
    
    Variants: Regular
    Rarity: Common
    Characteristics:
    A medium armoured soldier, can somewhat be intimidating. Armed with a warspear.
    Barbarian

    Code:
    Requirements: Training Room
    
    Abilities:
    Level 1: Attack
    Level 8: Protect Self
    
    Variants: Regular
    Rarity: Common
    Characteristics:
    The hammer wielding barbarian is a strong adversary who can dish a lot of damage, but can't take much of his own. His armor boost later on and  overcomes that problem. Armed with a warhammer.
    Giant

    Code:
    Requirements: Training Room and Hatchery
    
    Abilities:
    Level 1: Attack
    Level 5: Protect self
    
    Variants: Regular
    Rarity: Semi-Common
    Characteristics:
    This towering monstrosity inspires fear into all but the most fearless (or foolish) creature. While more slow, can deal A LOT more damage than the Barbarian, though his size makes him a more easy target. Armed with a club.
    
    Unique Ability: Immune to Lava, Immune to Wind Spell
    Knight

    Code:
    Requirements: Combat Pit
    
    Abilities:
    Level 1: Attack
    Level 5: Protect Self
    Level 9: Rebound
    
    Variants: Regular
    Rarity: Semi-Common
    Characteristics:
    Durable and strong, the knight is maybe the best all-round hero of the bunch, but lacks any ranged weaponry. Armed with a 2-handed sword.
    Wizard

    Code:
    Requirements: Library
    
    Abilities:
    Level 1: Attack
    Level 1: Fireball
    Level 2: Missile
    Level 4: Rebound
    Level 5: Heal Self
    Level 6: Freeze
    Level 7: Hailstorm
    Level 8: Drain
    Level 9: Slow
    Level 10: Meteor
    
    Variants: Regular
    Rarity: Semi-Common
    Characteristics:
    The wizard forms the core of the magic arsenal used by the Heroes, becomes increasingly more dangerous at later levels. Armed with a staff.
    Priestess

    Code:
    Requirements: Temple
    
    Abilities:
    Level 1: Attack
    Level 2: Flight
    Level 3: Poison Cloud
    Level 4: Rebound
    Level 5: Tornado
    Level 6: Navigating Missile
    Level 8: Heal Self AND Ally
    Level 9: Hailstorm
    Level 10: Thunderstorm
    
    Variants: Regular
    Rarity: Semi-Common
    Characteristics:
    While not being very effective support at early levels, the Priestess can prove to be a nuisance with her various spells, especially Tornado. She's skilled at holding enemies at bay and can be especially threatening when used to scatter enemies about before they're charged by various allies.
    
    Unique Ability: Has Significantly Shorter Recharge Time for Tornado, Prevents Vampire Resurrection
    Fairy

    Code:
    Requirements: Temple
    
    Abilities:
    Level 1: Attack
    Level 3: Drain
    Level 4: Lightning
    Level 5: Heal Self AND Ally
    Level 7: Rebound
    Level 8: Meteor
    Level 9: Freeze
    Level 10: Thunderstorm
    
    Variants: Regular
    Rarity: Semi-Common
    Characteristics:
    While fragile, they are FAR from being harmless, the fairy possess a lot of dangerous abilities on later levels. Doesn't carry any weapons.
    
    Unique Ability: Can Fly, Prevents Vampire Resurrection, Can Use Two High Power Spells
    Monk

    Code:
    Requirements: Temple
    
    Abilities:
    Level 1: Attack
    Level 2: Heal Self AND Ally
    Level 3: Protect Self AND Ally
    Level 4: Slow
    Level 5: Missile
    Level 7: Drain
    Level 9: Hailstorm
    Level 10: Word of Power
    
    Variants: Regular
    Rarity: Semi-Common
    Characteristics:
    The holy monk is a average fighter, but it's his ability to prevent Vampires from resurrecting that makes him more dangerous. Gets even stronger on later levels. Armed with a crusefix.
    
    Unique Ability: Prevents Vampire Resurrection
    Samurai

    Code:
    Requirements: Temple and Combat Pit
    
    Abilities:
    Level 1: Attack
    Level 5: Sight
    Level 6: Lightning
    Level 7: Speed Self
    Level 9: Freeze
    
    Variants: Regular
    Rarity: Rare
    Characteristics:
    Highly trained warriors with their blade backed by magic, Samurai are some of the deadlier Heroes. Although light armored, they are very quick and agile, capable of dodging and landing many blows. Armed with a katana.
    Royal Guard

    Code:
    Abilities:
    Level 1: Attack
    Level 3: Sight
    Level 5: Protect Self
    
    Variants: Regular
    Rarity: Very Rare
    Characteristics:
    A MUCH tougher version of the Guard. Though few, they can take on ANY creature in single combat of the same level and be a tough match for Creatures higher leveled. Armed with a warspear.
    Lord/Lady of the Land

    Code:
    Abilities:
    Level 1: Attack
    Level 4: Sight
    Level 6: Protect Self
    Level 8: Rebound
    Level 10: Word of Power
    
    Variants: Depends on the Character
    Rarity: Extremely Rare
    Characteristics:
    The third strongest hero in the land, can take on multiple creatures him/herself. Weapon depends on the character.
    King Lionheart

    Code:
    Abilities:
    Level 1: Attack
    Level 2: Sight
    Level 3: Protect Self
    Level 5: Rebound
    Level 7: Heal Self
    Level 10: Word of Power
    
    Variants: One of a Kind
    Characteristics:
    Unknown
    The Avatar

    Code:
    Abilities:
    Unknown
    
    Variants: One of a Kind
    Characteristics:
    Unknown
    Last edited by Metal Gear Rex; April 30th, 2012 at 07:02.


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