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Thread: Unit Types

  
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    Awakening Game Master Metal Gear Rex's Avatar
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    Default Unit Types

    Note that this thread is still under construction. I'll continue to edit this post to continue construction. For now, feel free to look at what is already up. I'll add new information in Unit Chunks.

    Expect the following Unit Types:
    • Armored
    • Healer
    • Poison Debuffer


    Expect the following Creature Types:
    • Tunneller (Armored)
    • Beetle
    • Monk
    • Warlock (Healer)
    • Priestess (Poison Debuffer)
    • Spider


    Lord
    Lord Units are kind of like a Lord of the Land. While they aren't always Knights, they can only be Hero or Holy Units. They appear to be hyped up versions of normal Hero Types, and have superb stats. When encountered, they normally are bosses.

    Knight

    Alignment: Hero
    Type: Melee
    General Info:
    Knights are normally servicing as Lord Units, but they're otherwise General Units. They have a lot of HP, AMR, and decent RES backed up by some pretty great STR, meaning they're great when fighting Melee Units. Though they have few spells, the spells they do have usually is a buffing spell combined with Heal, which makes them a powerful force to be wreckened with.


    Keeper
    Keeper Units are Creature Counterparts of the Lord Units. They're extraordinarily powerful Units, and possess great Magical Abilities. They have the power to create a Physical Form of themselves, which can also fight. They can take form of both Creature and Hero Units.

    Dungeon Keeper

    Alignment: Creature
    Type: Magic
    General Info:
    Dungeon Keepers are always Keeper Units as no other can fill that role. They fight with Magic, and can shrug off most Magical attacks due to their insane RES, but their weakness is their lack of AMR and DEF. They can appear in a more physical form to deal physical damage, but cannot be killed in this form. Thanks to their extremely high HP, a long battle is to be expected from them.


    General
    General Units focus on both Defensive and Offensive capabilities. There isn't much to be said about them as they don't have many particular weaknesses or strengths, nor truly unique abilities.

    Barbarian

    Alignment: Hero
    Type: Melee
    General Info:
    Barbarians are the most rounded Melee Units on the Hero Side, and Orc Counterparts. They have more SPD and STR than the Orc, but also less AMR. They're great in most battles, and can take on almost any Melee Unit without much difficulty since their abilities are so well rounded. Their one weakness, however, is Magic.

    Wizard

    Alignment: Hero
    Type: Magic
    General Info:
    Wizards are excellent Magic Users. They come with a wide range of spells to give them a large selection of Magic. They may not specialize like Warlocks do, but they don't have the flaw of being ineffective against an enemy that is resistant to certain Elements as they can always use magic that the enemy is weak against. Their own INT and RES are quite good for General Magic Users, but they don't have access to the most advanced magic.

    Avatar

    Alignment: Hero
    Type: Melee/Magic
    General Info:
    Avatars resemble the appearance and power of THE Avatar, hence the name. Although downgraded, they still possess significant Melee and Magical capabilities in terms of Offense and Defense. They have an absolute balance of all abilities, making them good against all opponents. Their greatest strength is that they have no weakness.

    Orc

    Alignment: Creature
    Type: Melee
    General Info:
    Orcs are very well rounded Melee Units for the Creature Side, and are also Barbarian Counterparts. Although they possess less SPD and STR compared to the Barbarian, they have more AMR and a slight bit of RES, making them better against Magic Units. They usually start out being weaker compared to Barbarians, but once they gain some levels, they can raise their usefulness to an equal level and possibly outdo Barbarians as they have more self buffing spells by default.

    Warlock

    Alignment: Creature
    Type: Magic
    General Info:
    Warlocks double as General Magic Users and Healers. As a General Magic User, they specialize in fire, normally. Thanks to their specialization in Elements, they have the most advanced of spells and can do great damage to enemies weak against their Element. Unfortunately, their one flaw with specializing is that if they encounter an enemy that is strong against their Element, they drop drastically in usefulness. Even when servicing as General Magic Users, they can still possess some decent Healing Abilities, making them have a secondary use as a basic Healer Unit.

    Demon Spawn

    Alignment: Creature
    Type: Melee/Magic
    General Info:
    Demon Spawns possess good Magical and Melee abilities. Their claws are as sharp as their breath is hot, and their AMR is pretty decent too. Their resistance to fire is an added plus, but they suffer from low HP because they're just child Dragons. Their SPD, on the other hand, is much greater than the adult Dragon.


    Defensive
    Defensive Units obviously focus entirely on Defensive capabilities. They usually lack Offensive Capabilities one way or another, but have higher AMR, RES, and HP. They're not so useful alone since they can't deal much damage, but they make great shields for other units.

    Tunneller

    Alignment: Hero
    Type: Melee
    General Info:
    Tunnellers double as Defensive Melee Units and Armored Units. As a Defensive Melee User, they have excellent Defensive capabilities. The draw back is that they also have poor Offensive abilities, even for Defensive Unit standards. Their flaw is their horrid SPD and DEX. That aside, Tunnellers have very good HP and AMR, so they can take quite a lot of strong hits.

    Priestess

    Alignment: Holy
    Type: Magic
    General Info:
    Priestesses double as Defensive Magic Users and Poison Debuffers. As a Defensive Magic User, they're quite a mixture in usefulness. They aren't the greatest as far as Defensive Magic Users go, but they possess some better Offense compared to other Defensive Units. They also have the ability to be decent Healers or Debuffers with their Heal and Wind spells.

    Dwarf

    Alignment: Hero
    Type: Melee/Magic
    General Info:
    Dwarves are pretty good Defensive Melee/Magic Units. They have a lot of SPD for a Defensive Unit, but their HP and STR lack a bit. Their AMR and RES makes up for it a bit, but they still appear to be less useful compared to other units. However, that doesn't last for long. Once Dwarves level up a bit, they can truly show off their usefulness as Defensive Melee/Magic Units.

    Bile Demon

    Alignment: Creature
    Type: Melee
    General Info:
    Bile Demons are interesting Defensive Units. It isn't so much that they have a lot of AMR, but rather, they have a lot of HP. They still have more AMR compared to RES, which makes them more vulnerable to Magic even so. They have a good deal of STR, but very bad DEX and SPD. But on the bright side, they're immune to Poison Gas and can create some more themselves.

    Vampire

    Alignment: Undead
    Type: Magic
    General Info:
    Vampires are great Defensive Magic Users. Despite being Magic, they also have some fairly decent AMR. They have a fair amount of STR as well. Their offensive abilities aren't very good, as they have few Spells that actually do damage. Their HP is good but their MP is barely decent. They also have a flaw of training a bit slower. Overall, the pros still balance out the cons.

    Dragon

    Alignment: Creature
    Type: Melee/Magic
    General Info:
    Dragons are the greatest Defensive Units on the Creature Side, and possibly the Hero Side as well. Their AMR and RES is so incredibly high thanks to their tough Dragon skin, so they can shrug off a great deal of damage. They do, however, have a great deal of flaws to counter this. Their SPD is the worst compared to any other Creature, period. They are older Demon Spawns after all. Thier offense is also pretty bad as well. They can bite and breathe fire, but thanks to their poor vision, they miss a lot. Although thier fire is very unlikely to miss, it deals very low damage. However, on the plus, Dragons also have a fair amount of HP along side their high AMR and RES.


    Offensive
    Offensive Units obviously focus entirely on Offensive capabilities. They can deal the most damage through either high STR and INT, or through frequent attacks with excellent SPD. They are dangerous in groups, but groups are also their weakness since they can be taken out pretty quick without much AMR or RES.

    Giant

    Alignment: Hero
    Type: Melee
    General Info:
    Giants are the greatest heavy hitters that can be obtained. They have such great STR that they can break through an Armored Unit's defense. Their fatal flaw is that they're actually quite slow and inaccurate, so they need to be handled with care around faster enemies.

    Fairy

    Alignment: Holy
    Type: Magic
    General Info:
    Fairies offer the best Magical Offensive Capabilities compared to any other unit. Although their INT is high, it isn't quite as high as a Giant's STR is. But their SPD is definately an advantage point. Unfortunately, Fairies are very vulnerable to all attacks. Although they possess decent RES, they still need to be careful at all times because their HP is quite pathetic. When taken properly care of, Fairies can be quite the desired unit in battle.

    Samurai

    Alignment: Hero
    Type: Melee/Magic
    General Info:
    Samurai are excellent Offensive Units to be brought into battle. Their STR and INT is only at a decent level, but their SPD and DEX are both quite high which really makes up for it. Their HP is also quite high for an Offensive Unit, but their AMR and RES both are very bad, even for Offensive Unit standards. They must be careful around all enemies, and attack quickly.

    Skeleton

    Alignment: Undead
    Type: Melee
    General Info:
    Skeletons are Creature Counterparts of Giants. They don't have the same great STR that the Giants too, but what they do have is much greater SPD. Their HP is decent, but their AMR and RES are both horrid compared to other Offensive Units. They do, however, have a bit more DEF and DEX to help them out. They're vulnerable to Giants because their AMR and HP are low, but they don't have as much of a problem with faster enemies.

    Dark Mistress

    Alignment: Creature
    Type: Magic
    General Info:
    Dark Mistresses are pretty good Magical Offensive Units. They have good INT, and their SPD is also pretty great as well so they can attack more often. Unfortunately, they have a limited amount of magic, and their INT isn't extremely high. However, they have a bit more AMR and RES than the average Offensive Unit, as well pretty good HP so they don't die as easily.

    Hell Hound

    Alignment: Creature
    Type: Melee/Magic
    General Info:
    Hell Hounds use a combination of both SPD, and STR to go offensive. They use Fire as well, and can really tear through enemies. They lack HP, AMR, and RES so they're taken out pretty quick, but can still deal a great deal of damage and are excellent for taking out weaker enemies.


    Thief
    Thief Units aren't very good in battle, but their usefulness is out of battle. Thieves can detect as well as disable enemy Traps. They can also unlock enemy Doors to help with stealth. They are considered Unique Units so their Level Up Growths are different.

    Thief

    Alignment: Hero
    Type: Melee
    General Info:
    The Thief is the fastest of the three Thieves. They're pretty poor in battle with low HP and STR, but they still possess decent MP. Their strong point would probably be their great SPD, DEX, and DEF. Outside of battle, they're equally good when it comes to detecting and disarming Traps. They're also good at picking locks. Their skills as a Thief Unit are all very equally rounded, making them overall the best of the three Thief Units.

    Troll

    Alignment: Creature
    Type: Melee
    General Info:
    The Troll is the slowest of the three Thieves. Fortunately, they're the best in battle compared to the other Thieves, but it doesn't say too much unfortunately. They at the least won't die as easily as other Thieves in battle, since they have more AMR and HP. They might be able to do a bit more damage with their higher STR. Outside of battle, they're higher skilled than the other Thief Units when it comes to disarming Traps. They're pretty good at detecting them as well, about as good as a Thief. When it comes to Doors, however, they're slower than the other two Thief Units.

    Ghost

    Alignment: Undead
    Type: Magic
    General Info:
    Ghosts are more unique Thief Units. Instead of relying on Melee, they rely on Magic abilities. Their HP is pretty low, and their INT is only decent, but their RES is quite high. They also have a fair amount of DEF, but absolutely no AMR. As a Thief Unit, they can barely detect enemy Traps. They are unable to disable them at all, unfortunately. However, they can litterally pass through Doors, so there is no problem of needing to pick locks at all.


    Archer
    Archer Units have, as the name would suggest, an extreme amount of DEX. They normally don't have too much STR but a good amount of SPD, making them a lot of trouble for Offensive Units like Giants or Skeletons but not so good against Defensive Units. Their Level Up Growths in terms of DEX is extremely well compared to other Units, and they're very menacing to Hyper Units as they have the highest chance of hitting them.

    Archer

    Alignment: Hero
    Type: Melee
    General Info:
    Archers are the faster of the two Archer Units. They are unable to use much Magic, unfortunately, but they do possess almost equal STR to the Tentacle, and even more SPD. This makes them more effective against units with low AMR as they can aggressively attack them, and destroy them with ease. Their AMR and RES are at a decent level, though they have more AMR than RES. They also have a fair amount of HP and MP. They're great on the right enemies but those who have more AMR will recieve null damage most of the time.

    Tentacle

    Alignment: Creature
    Type: Melee/Magic
    General Info:
    Tentacles, although slower, have the advantage of working well against both Melee and Magic Units. Their mastery of Ice helps them immoblize enemies, allowing other slower units to get a hit in. Unfortunately, their DEX is lesser to an Archer, so they possess some slight flaws in comparison but are saved by their advantage of using Magic and Resistance against Ice. Overall, they don't have true strong points like the Archers, but end up being more like a General Archer Type Unit with rounded abilities.


    Hyper
    Hyper Units are the fastest Creatures yuo can get. They have a great amount of DEF so they can dodge a lot, and they also have extraordinary SPD. They unfortunately aren't very strong on the offense and can't take a lot of hits. They have the greatest growths in SPD, as one could guess. Their usage in combat is somewhat unique. They're good for distracting stronger yet slower enemies, like the Giant, because they can dodge so easily. They also have a side usage of being very good at handing out items in case a unit is in need of Healing or has a Negative Status Effect. They're interesting units to use, and can prove to be pretty good if not great when used correctly.

    Fly

    Alignment: Creature
    Type: Melee
    General Info:
    Flies are the faster of the two Hyper Units, simply put. Their SPD is insane, especially when using Speed Monster. They have little to no STR or HP so they could only fight the weakest of enemies and are also very likely to get one-shot killed by even General Units. However, their DEF is their selling point. They can dodge so many enemies that they can almost be used as an unusual Defensive Unit. But Flies still need to be careful. Beware the Archers.

    Imp

    Alignment: Creature
    Type: Magic
    General Info:
    Imps are the slower, yet stronger Hyper Unit types, as well as the odder. Although they're no Fly, their SPD is still quite great. They'll definately be noticed as a Hyper Unit. Imps have greater HP and AMR so they can take a hit or two from some of the stronger enemies, unlike Flies, and thanks to their good (For Hyper Unit standards) STR, they could possibly fight against some weaker enemies like a Thief. Unfortunately, Imps don't have such legendary DEF compared to the Flies, but again, they're definately noticed as Hyper Units when their DEF is compared to other units. Surprisingly, their RES is great. It can compare to a Magic General Unit, which adds some more points to the Imp.
    Last edited by Metal Gear Rex; March 27th, 2011 at 05:16.
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