OpenDungeons
From Keeper Klan Wiki
OpenDungeons is a real time strategy game based on a board similar to the one used in Dungeon Keeper. Players build an underground dungeon which is inhabited by creatures who live in the dungeon. Players fight each other for control of the underground by commanding their creatures and casting spells in combat.
Their are five factions who are battling each other for control of the underworld. Each player picks a faction to play as at the beginning of the game, as well as a color for their side. The faction you choose determines what creatures, and rooms will be available to you during the game
The game seems to retain alot of things from the original games, like claiming land, mining gold and alot of rooms and creatures seemed to have been kept from the original. The main differance would be the fact there is five factions instead of two.
Factions
Heroes
Although in most games heroes are, well heroes, in OpenDungeons they are the bane of the underworld. The heroes goal is to rid the deep of the other factions so that the peasants of the overworld can live in peace and harmony, and if they stumble across some treasure hidden in the dank caverns of the underworld then so much the better. The heroes tend to be a peace loving lot, and will try to avoid unnecessary death and destruction; although ultimately they will stop at nothing to succeed in their quest to cleanse the deep.
Villians
The villains are a band of robbers, thieves, thugs, and other undesirables from the world above. They are primarily human although they don't discriminate against others who align with their interests, and have no qualms about teaming up with others loyal to their cause. They are also not above killing, maiming, capturing, and torturing those who oppose them; with converts from their torture chambers making up a sizable portion of their fighting force. The villains seek to bring in as much loot as possible and to be free to live by their own code.
Undead
The undead are an army of ghosts, skeletons, zombies, and other creatures of the night. They are reborn out of mortal death and are fearsome foes. Being dead they fear nothing and have little concern for the mortal world, except where it interferes with their wishes. They are powerful users of magic which they deploy to both destroy and resurrect their foes. Once resurrected, fallen enemies become new recruits to the undead army making them a force to be reckoned with.
Constructs
The constructs are a strange lot. Formed from a mixture of magic and machine, their goal is to control the world, by conquering it, assimilating it, or (if need be) destroying it. They are magic to the core and few in their ranks can survive without it. They are an un-emotional collective who have no problem destroying anyone who opposes them, often in a very gruesome way.
Corpars faction
The dungeon animals are a loose collection of creatures of the deep. Hellhounds, demons, and other creatures form their ranks and fight each other for dominance over their society. Although they frequently fight amongst themselves, in battle they form a cohesive force and are loyal to the death. They dabble in magic, however their strength lies in their large numbers, brute force, and sheer will to survive.
Creatures
Workers
Workers mine out rock to make caverns. During the process of digging out the caverns the workers may mine out gold from gold tiles, or they may unearth rocks of different sizes. The workers use the rocks to put down flooring for tiles (turning them into claimed path) which allow creatures to move across the ground more quickly, as well as allow rooms to be placed there. When a worker spends enough time standing on a paved tile of the enemy's color for long enough it changes to become a tile of the workers own color. It does not require new rocks to switch the color of a tile. Unlike other creatures which can only be dropped on ground you control, workers can also be dropped on neutral ground. Basic worker - kobold
Every dungeon temple comes complete with 3 kobolds which are the most basic worker in OpenDungeons. They are available to all factions and don't require food or sleep, however they are slower workers than the faction specific advanced worker. Advanced worker
Attracted by Treasury: The advanced worker not only works faster than the standard kobold, but they are specific to each faction. A downside to these more advanced workers is that they require food and rest. Each advanced worker has certain traits that make it useful in different ways.
- Heroes - Pixie, Prospector
- Villains - Gremlin
- Undead - Skeleton dwarf
- Constructs - Mechanical miner
- Corpars - Cave lurker
Scout
Attracted by Nothing: The scout unit's main function is reconnaissance, although they can also act as weak fighters in a pinch. Since they can fly they not only cover a lot of ground quickly but they can also cross water, lava, bottomless pits, etc. They are also less affected by traps as they are less likely to trigger them. This can be bad though as it may allow more creatures into a room before the traps in that room are activated, leading to more casualties. Scouts enjoy leading creatures into battle and are constantly exploring to map out new areas in the dungeon, as well as update old knowledge about the map.
- Heroes - Wisp
- Villains - Wasp
- Undead - Skeleton bat
- Constructs - Giant eye
- Corpars - Bat
Weak Creatures
Weak fighter
Attracted by Quarters, Feedery: The basic fighter is the first real combat unit a player will typically recruit into their ranks. They are quick to train and do moderate damage, but are easily frightened which makes them difficult to rely on in battle. They also recover from being dropped more quickly than the more advanced creatures do which makes them good for dropping near the front lines. Weak fighters prefer to follow other creatures into battle (especially scouts), but will attack enemies alone if they are the last line of defense. They dislike leading others and consider it work.
- Heroes - Halfling
- Villains - Goblin, Thief
- Undead - Skeleton
- Constructs - Rock muncher
- Corpars - Cave spider, Wyvern
Weak spellcaster
Attracted by Quarters, Feedery, Library: The spellcaster acts as a support force for fighters in combat, as well as researching spells, traps, and other technologies. In combat they can use their abilities to deal damage, heal their comrades, or both. They have physical attacks however they are slow and do limited damage. They tend to keep to themselves or follow fighters.
- Heroes - Cleric, Maiden
- Villains - Witch
- Undead - Zombie
- Constructs -
- Corpars - Pegasus
Weak builder
Attracted by Quarters, Feedery, Forge: The weak builder is responsible for construction of traps and doors for the dungeon. Although they can be used in combat they are best left home in the workshop where they are more suited. Weak builders are excellent at following plans, but they have no mind for combat tactics and frequently walk into battles they can't win, or run away from ones they can.
- Heroes - Dwarf
- Villains - Orc
- Undead - Haunt
- Constructs - Gnome
- Corpars - Imp
Strong Creatures
Strong fighter
Attracted by Quarters, Feedery, Dojo: The strong fighter forms the backbone of the defense and invasion force. As well as being tougher and faster, they do more damage and are less prone to being frightened or stunned by enemies. These strengths come at a cost though, they are slower to train and command a higher salary for their services in your dungeon. Strong fighters enjoy leading other creatures into battle, and will try to protect those that follow them.
- Heroes - Barbarian, Knight, Dog
- Villains - Mistress, Dark knight
- Undead - Skeletal dog, Vampire
- Constructs - Mech
- Corpars - Hell hound, Lizardman, Kreatur
Strong spellcaster
Attracted by Quarters, Feedery, Library, Temple: Like the strong fighter the strong spellcaster is both more powerful and demands more pay. Although less susceptible to fear than their weaker counterparts they still like to stay back from the front lines where they can be left to work their magic. They also carry advanced spells which are more specialized to their faction than the weaker casters, who are more similar across faction lines.
- Heroes - Wizard, Fairy
- Villains - Warlock, Succubus
- Undead - Liche
- Constructs -
- Corpars - Dryad
Strong builder
Attracted by Quarters, Feedery, Shop, Temple: The strong builder is not only a faster workshop employee, but a better fighter as well. Additionally they can design new objects to be built in the workshop, as well as upgrading the more basic items.
- Heroes - Smith
- Villains - Giant, Snake Woman
- Undead - Werewolf
- Constructs - Mobile repair unit
- Corpars - Troll
Other Creatures
Guard
Attracted by Quarters, Feedery, Guard room: The guard is the basic ranged fighter for each side. They are skilled in combat and, unlike other creatures, enjoy both training and patrolling the dungeon.
- Heroes - Elves, Human
- Villains - Dark Elves, Spider Woman
- Undead - Ghost knight
- Constructs - Android
- Corpars - Lesser demon, Griffin
Special creature
Attracted by Quarters, Feedery, Specific Toplevel room + Others?: The special creature is the most powerful creature each faction may obtain. They are difficult to acquire and, given their immense power, can be difficult to control. Some are simply independently minded while others will go on killing rampages, destroying friend or foe.
- Heroes - King
- Villains - Succubus
- Undead - Necromancer
- Constructs - Hybrid
- Corpars - Pit demon
Summons
Whereas the other dungeon creatures are attracted by the construction of specific rooms, the summoned creatures are magical beasts summoned into existence by the keeper when needed. Although they do not demand pay in the form of material wealth, they do act as a constant drain on the keeper's mana reserves while they are in the dungeon. Summon spells must be researched in a library before they can be used but they do not require library storage once they are researched. Because of this they cannot be lost or stolen like other spells. This also means that each keeper is confined to having only the summon spells associated with their faction. Since summoned creatures are magical creations, they can be imprisoned and tortured, but they cannot be converted from one side or the other this way, only killed.
- Heroes - Angel (Spell Caster - Can heal and raise dead - very few HP - Prime target in combat)
- Villains - Shadow Crawler (Fast and hard to hit - Stuns when attacks - Attack it with many weak creatures, not few strong ones)
- Undead - Atrocity (Strong mindless fighter - can feed on corpses to increase life time and HP - Hates water - Don't fight it with weak creatures)
- Constructs - Fire Elemental (Very hard to kill, Very Strong - Best to just avoid it, it cant stray far from lava)
- Corpars - Dragon (Immune to lava, strong ranged attacks and close range attacks, can fly - Best to run away and let enemy's mana run out)
Super creatures
Like the Horned reaper in DK, it should also be possible to have super creatures for each race. Here the pros is of course ridiculous good attack capabilities, and equally bad social capabilities, so the creatures fill get angry and kill most other creatures in you dungeon if you do not watch out. These creatures could contain
- Hereos - Angel (conflicts with above)
- Villains - Psychopath (Jack the ripper style?)
- Undead - Abomination
- Constructs - ??? (Golden army creature/leader)
- Corpars - Horned Reaper/Little Devil
Rooms
Dungeon Temple
The Dungeon Temple is the keeper's center for control over their dungeon. When a players last Dungeon Temple is destroyed, they are out of the game. When a Dungeon Temple has been destroyed, any other player can rebuild a new Temple there, but it takes a long time to build a Dungeon Temple.
Gateway
All players start with a gateway. This is the room which allows creatures to come into their dungeon. Each gateway is unique to the side and they cannot be built or destroyed. Capturing a 'wild' gateway makes it become your factions gateway and stealing an enemy's gateway who is a different faction will allow you to attract that faction's creatures. Basic rooms
- Quarters - Where creatures live, different creatures require different sized living spaces.
- Forge - Where doors and rooms are constructed.
- Shop - Where new technology is researched, and traps are built.
- Dojo - Creatures come here to train.
- Library - Where research is conducted into the magical arts.
- Treasury - Where gold is stored and put into chests.
- Foodery - Where creatures eat.
Faction specific rooms
- Heroes - Tavern, Cathedral
- Villians - Casino, Torture chamber
- Undead - Cemetary, Altar
- Constructs - Augmentation facility
- Dungeon animals - Arena
Spells
Spells have not really been decided on, the spells that are in the game seem to be from Dungeon Keeper I. The spells are Heal, Lightning and disease. Although the spells cost mana and not gold.



