Creature information details the requirements for recruitment, unique abilities, availability, and default abilities/characteristics for that type. Remember, if you want to look up what is available where, it's best to look here as that information is updated regularly. Usually...
Default Abilities and Characteristics are not absolute, for neither Player nor Enemy units. They only detail the common attributes of a creature, but generally anything is possible as long as it is kept within reason or has proper justification.
Lime represents when a creature is available to a certain Keeper.
Red represents when a creature is unavailable to a certain Keeper.
Orange represents when a Keeper has the proper Room Requirements, but lacks additional requirements.
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!
Code:
Creature List: 26
Imp
Goblin
Fly
Firefly
Beetle
Spider
Warlock
Demon Spawn
Salamander
Dragon
Troll
Orc
Dark Elf
Bile Demon
Skeleton
Ghost
Rogue
Dark Mistress
Tentacle
Hell Hound
Vampire
Black Knight
Maiden of the Nest
Dark Angel
Horned Reaper
Lesser Skeleton
Creatures
Imp
Code:
Requirements: Summoned by the "Create Imp" Keeper Spell
Default Abilities:
Level 1: Melee
Level 1: Dig
Level 5: Speed Self
Level 10: Teleport
Unique Abilities:
None
Characteristics:
Imps are creatures born from pure mana. They are NPC Units and are only summonable by the Create Imp Keeper Spell, and obey the Keeper. They are non-combat Units capable of mining and claiming land, but also do other services such as setting up Traps and Doors, and retrieving unconscious creatures and enemies. Don't let their tiny bodies fool you. They can drag a Giant with ease.
Goblin
Code:
Requirements: None
Default Abilities:
Level 1: Melee
Level 5: Speed Self
Level 9: Haste
Unique Abilities:
None
Characteristics:
Goblins are the most basic of fighters. They are lightly armored and fast in combat, easily maintained, but are known to be cowards. Thankfully, it seems that most of the cowardly Goblins are being replaced by a new breed of stronger Goblins. Either the cowards have been hunted out and killed or they're hiding under a rock somewhere and unable to breed.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Fly
Code:
Requirements: None
Default Abilities:
Level 1: Melee
Level 3: Speed Self
Level 5: Sight
Level 6: Haste
Level 8: Slow
Unique Abilities:
Can Fly
Characteristics:
Flies serve as simple scouts. They may be simple, but they're effective. Nothing is faster than a Fly. Flies can also be effective for distracting enemies in combat, so long as they don't get swatted.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Firefly
Code:
Requirements: None
Default Abilities:
Level 1: Melee
Level 4: Fireball
Level 5: Slow
Level 6: Protect Self
Level 7: Sight
Level 8: Whirlwind
Level 10: Tornado
Unique Abilities:
Can Fly
Characteristics:
Fireflies are, simply put, stronger and more durable Flies. They also possess more magical abilities compared to a Fly. Their drawback is that they, although still fast, are significantly slower than a Fly. Still, they can be better suited for combat with their supportive spells.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Beetle
Code:
Requirements: Lair
Default Abilities:
Level 1: Melee
Level 4: Rebound
Level 6: Protect Self
Level 10: Invulnerable
Unique Abilities:
None
Characteristics:
Beetles are very durable insects. Their shells are extremely tough, allowing them to withstand many attacks. Their additional buffing spells can give them further advantage. However, they're still smaller creatures and thus be taken advantage of.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Spider
Code:
Requirements: Hatchery
Default Abilities:
Level 1: Melee
Level 2: Web
Level 3: Slow
Level 5: Freeze
Level 6: Poison
Level 8: Hailstorm
Level 10: Fear
Unique Abilities:
Immune to Web
Characteristics:
Spiders are the most magical of the insects. They possess debuffs of all kind to aid them in combat. Though they lack the speed of a Fly and the durability of a Beetle, they can still be quite effective in Melee combat as well.
Available:
Northland Iceland: Yes
Red Crystal Island: Yes
Faircoast Cavern: Yes
Warlock
Code:
Requirements: Library
Default Abilities:
Level 1: Melee
Level 2: Fireball
Level 3: Heal Other
Level 4: Meteor
Level 5: Sight
Level 6: Navigating Missile
Level 7: Disruption
Level 8: Invisibility
Level 9: Whirlwind
Level 10: Chicken
Unique Abilities:
None
Characteristics:
The Warlock is the standard magical user and best researcher of the Creature side. They have a variety of spells, but generally are seen focusing on spells of raw power. They favor fire in particular.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Demon Spawn
Code:
Requirements: Training Room
Default Abilities:
Level 1: Melee
Level 4: Fireball
Level 7: Heal Self
Level 10: Protect Self
Unique Abilities:
Can Walk on Lava, Can Transform Into Dragon at Level 8
Characteristics:
Demon Spawns are small but vicious little creatures. They're fairly durable but are mostly known for their dangerous claws. Their ability to travel lava and small size can give them an element of steath even.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Salamander
Code:
Requirements: Training Room
Default Abilities:
Level 1: Melee
Level 2: Fire Spit
Level 4: Fireball
Level 6: Speed Self
Level 7: Meteor
Unique Abilities:
Can Walk on Lava
Characteristics:
Though not as durable or fiece as a Demon Spawn, Salamanders are much faster. They also have better advantage with range by spitting out Fireballs or even Meteors.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Dragon
Code:
Requirements: Once a Demon Spawn reaches Level 8 or Beyond.
Default Abilities:
Level 1: Melee
Level 1: Flame Breath
Level 2: Fireball
Level 5: Heal Self
Level 7: Meteor
Level 10: Word of Power
Unique Abilities:
Can Walk on Lava, Flame Breath Available
Characteristics:
The tiny little Demon Spawn is capable of growing into a gigantic fire breathing Dragon. Dragons are powerful and fiece fighters, with skin so tough that steel cannot easily cut through them. Their breath is deadly, and anyone caught in its range unprotected is to be roasted alive. However, they are quite slow, which is their main weakness. The also do not have the best vision, so despite having ranged attacks, they are still at a disadvantage when fighting from afar. Though this describes the common Dragon, Dragons can come in all shapes and sizes depending on the type of Demon Spawn they were before.
Troll
Code:
Requirements: Workshop
Default Abilities:
Level 1: Melee
Level 5: Speed Self
Level 7: Grenade
Unique Abilities:
Can Detect Traps, Can Disable Traps, Can Repair Traps
Characteristics:
Trolls are the best manufacturers in the land. Their knowledge of Traps allows them to easily detect and disarm enemy Traps, as well as effectively repair their own. However, they aren't great fighters. Their only advantage in combat is that they're noticeably more durable than a Goblin.
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Orc
Code:
Requirements: Guard Room
Default Abilities:
Level 1: Melee
Level 4: Protect Self
Level 7: Speed Self
Level 9: Grenade
Unique Abilities:
None
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Dark Elf
Code:
Requirements: Guard Room
Default abilities:
Level 1: Melee
Level 1: Arrow
Level 4: Missile
Level 6: Guided Bolt
Level 7: Sight
Level 8: Navigating Missile
Level 9: Protect Other
Unique Abilities:
None
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Rogue
Code:
Requirements: Casino
Default Abilities:
Level 1: Melee
Level 4: Invisibility
Level 7: Speed Self
Unique Abilities:
Can Detect Traps, Can Pick Locks, Can Disable Traps
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: No
Faircoast Cavern: Yes
Dark Mistress
Code:
Requirements: Torture Chamber
Default Abilities:
Level 1: Melee
Level 5: Lightning
Level 7: Speed Self
Level 8: Thunder
Level 9: Drain
Level 10: Freeze
Unique Abilities:
None
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Bile Demon
Code:
Requirements: Hatchery + Workshop
Default Abilities:
Level 1: Melee
Level 2: Poison Cloud
Level 4: Fart
Level 7: Protect Self
Unique Abilities:
Immune to Gas
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Tentacle
Code:
Requirements: Casino
Default Abilities:
Level 1: Melee
Level 2: Ice Shard
Level 3: Freeze
Level 5: Hailstorm
Level 8: Protect Self
Unique Abilities:
Moves much Faster in Water
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: No
Faircoast Cavern: Yes
Hell Hound
Code:
Requirements: Guard Room
Default Abilities:
Level 1: Melee
Level 3: Speed Self
Level 5: Flame Breath
Level 7: Sight
Unique Abilities:
Can Walk on Lava, Flame Breath Available
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: Yes
Skeleton
Code:
Requirements: A Humanoid Prisoner Dies while in Captivity
Default Abilities:
Level 1: Melee
Level 7: Speed Self
Level 10: Thunder
Unique Abilities:
Holy Vulnerability, Can See Invisible, Doesn't Need Food, Immune to Gas
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: No Humanoid Prisoners
Faircoast Cavern: No Humanoid Prisoners
Ghost
Code:
Requirements: A Prisoner Dies while under Torture
Default Abilities:
Level 1: Melee
Level 2: Invisibility
Level 3: Ice Shard
Level 4: Rebound
Level 6: Drain
Level 7: Hailstorm
Level 8: Freeze
Level 10: Disruption
Unique Abilities:
Holy Vulnerability, Can Fly, Can See Invisible, Can Pass Through Locked Doors, Immune to Gas, Doesn't Need Food
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: No
Vampire
Code:
Requirements: 5 Rotting Corpses on the Graveyard
Default Abilities:
Level 1: Melee
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:
Holy Vulnerability, Water Vulnerability, Can See Invisible, Resurrects when Dying if Beyond Level 2 Except when Harmed by Holy Units or Attacks Shortly Before Resurrection, Suffers a Full Level Drop when Resurrecting
Can Return Immediately after Resurrecting and Resurrects at 100% Health.
Level Drops Do Cause a Spell Loss if Dropped Beneath the Level it was Gained
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: No
Faircoast Cavern: No
Black Knight
Code:
Requirements: Combat Pit
Default Abilities:
Level 1: Melee
Level 6: Protect Self
Level 10: Word of Power
Unique Abilities:
None
Characteristics:
***
Available:
Northland Iceland: Yes
Red Crystal Islands: Yes
Faircoast Cavern: No
Maiden of the Nest
Code:
Requirement: Library and Temple
Default Abilities:
Level 1: Melee
Level 1: Poison
Level 3: Web
Level 7: Fear
Unique Abilities:
Immune to All Negative Magic Statuses, 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 Iceland: Yes
Red Crystal Islands: No
Faircoast Cavern: No
Dark Angel
Code:
Requirement: Sacrificed Creatures with a Total Level of At Least 5
Default Abilities:
Level 1: Melee
Level 3: Flight
Level 4: Meteor
Level 5: Hailstorm
Level 6: Thunder
Level 7: Disruption
Level 8: Thunderstorm
Level 10: Word of Power
Unique Abilities:
Two High Power Spells Available, 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 Iceland: Not Enough Sacrifice Power
Red Crystal Islands: No
Faircoast Cavern: No
Horned Reaper
Code:
Requirement: Sacrificed Creatures with a Total Level of At Least 5
Default Abilities:
Level 1: Melee
Unique Abilities:
Magic Vulnerability, Negates All Statuses, Resistant to Stunning, Can Walk on Lava, Cannot be Picked Up
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 Iceland: Not Enough Sacrifice Power
Red Crystal Islands: No
Faircoast Cavern: No
Lesser Skeleton
Code:
Requirements: Summoned by the "Summon Skeleton" Creature Spell
Default Abilities:
Level 1: Melee
Unique Abilities:
Holy Vulnerability, Can See Invisible, Doesn't Need Sleep/Food/Pay, Immune to Gas, Can Only be Controlled by the Summoner
Characteristics:
***
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 noticeable. 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.