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Thread: Creature & Hero List

  
  1. #1
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Creature & Hero List

    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.
    Last edited by Metal Gear Rex; August 11th, 2014 at 08:07.


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  2. #2
    Dungeon Keeper Duke Ragereaver's Avatar
    Join Date
    Aug 2009
    Location
    The Netherlands
    Posts
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    Default Re: Creature & Hero List

    Heroes are available only through convert, but after they are converted, they can still be transferred from realm to realm. Keepers don't need a room requirement to convert Heroes, however, they do need it for a Hero to be transferred to them. 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 of that Hero.

    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.

    Certain specific Heroes cannot be converted. This may be for various reasons, with the most common one being that they're important to the plot.

    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.

    Code:
    Hero List: 18
    Tunneller
    Mountain Dwarf
    Human Archer
    Elven Archer
    Thief
    Guard
    Barbarian
    Giant
    Knight
    Wizard
    Priestess
    Fairy
    Monk
    Samurai
    Royal Guard
    Lord/Lady of the Land
    King Lionheart
    The Avatar


    Heroes



    Tunneller
    Code:
    Requirements: None
    
    Default Abilities:
    Level 1: Melee
    Level 1: Dig
    Level 6: Protect Self
    Level 10: Teleport
    
    Unique Abilities:
    Can See Secret Doors
    
    Enemy Rarity: Very Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Mountain Dwarf
    Code:
    Requirements: Workshop
    
    Default Abilities:
    Level 1: Melee
    Level 4: Protect Self
    Level 7: Rebound
    
    Unique Abilities:
    None
    
    Enemy Rarity: Very Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Thief
    Code:
    Requirements: Casino
    
    Default Abilities:
    Level 1: Melee
    Level 4: Speed Self
    Level 5: Invisibility
    Level 7: Haste
    
    Unique Abilities:
    Can Detect Traps, Can Pick Locks, Can Disable Traps
    
    Enemy Rarity: Very Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: No
    Faircoast Cavern: Yes


    Human Archer
    Code:
    Requirements: None
    
    Default Abilities:
    Level 1: Melee
    Level 1: Arrow
    Level 4: Speed Self
    Level 6: Guided Bolt
    Level 8: Slow
    
    Unique Abilities:
    None
    
    Enemy Rarity: Very Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Elven Archer
    Code:
    Requirements: Guard Room
    
    Default Abilities:
    Level 1: Melee
    Level 1: Arrow
    Level 3: Missile
    Level 4: Fireball
    Level 6: Navigating Missile
    Level 8: Haste
    Level 10: Grenade
    
    Unique Abilities:
    None
    
    Enemy Rarity: Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Barbarian
    Code:
    Requirements: Training Room
    
    Default Abilities:
    Level 1: Melee
    Level 6: Protect Self
    Level 9: Speed Self
    
    Unique Abilities:
    None
    
    Enemy Rarity: Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Guard
    Code:
    Requirements: Guard Room
    
    Default Abilities:
    Level 1: Melee
    Level 4: Protect Self
    Level 7: Protect Other
    Level 10: Protect Group
    
    Unique Abilities:
    None
    
    Enemy Rarity: Common
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Giant
    Code:
    Requirements: Training Room and Hatchery
    
    Default Abilities:
    Level 1: Melee
    Level 8: Haste
    
    Unique Abilities:
    Can Walk on Lava, Immune to Wind
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Knight
    Code:
    Requirements: Combat Pit
    
    Default Abilities:
    Level 1: Melee
    Level 4: Protect Self
    Level 7: Rebound
    
    Unique Abilities:
    None
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: No


    Wizard
    Code:
    Requirements: Library
    
    Default Abilities:
    Level 1: Melee
    Level 1: Missile
    Level 3: Fireball
    Level 5: Heal Self
    Level 5: Rebound Self
    Level 6: Drain
    Level 6: Shine
    Level 7: Freeze
    Level 7: Hailstorm
    Level 8: Meteor
    Level 10: Thunder
    
    Unique Abilities:
    None
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: Yes


    Priestess
    Code:
    Requirements: Graveyard
    
    Default Abilities:
    Level 1: Melee
    Level 2: Flight Self
    Level 3: Poison Cloud
    Level 4: Rebound
    Level 5: Whirlwind
    Level 5: Tornado
    Level 6: Sight
    Level 7: Hailstorm
    Level 9: Purify
    Level 10: Thunderstorm
    
    Unique Abilities:
    Holy Type, Immune to Wind
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: No
    Faircoast Cavern: No


    Fairy
    Code:
    Requirements: Temple
    
    Default Abilities:
    Level 1: Melee
    Level 2: Shine
    Level 3: Lightning
    Level 4: Thunder
    Level 6: Invisibility
    Level 6: Meteor
    Level 7: Freeze
    Level 8: Rebound
    Level 9: Thunderstorm
    Level 10: Chicken
    
    Unique Abilities:
    Holy Type, Can Fly, Two High Power Spells Available
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: No
    Faircoast Cavern: No


    Monk
    Code:
    Requirements: Temple
    
    Default Abilities:
    Level 1: Melee
    Level 2: Heal Self
    Level 2: Heal Other
    Level 3: Protect Other
    Level 4: Sight
    Level 4: Shine
    Level 5: Purify
    Level 7: Heal Group
    Level 7: Protect Group
    Level 9: Hailstorm
    Level 10: Word of Power
    
    Unique Abilities:
    Holy Type, Resistant to Holy
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: No
    Faircoast Cavern: No


    Samurai
    Code:
    Requirements: Combat Pit
    
    Default Abilities:
    Level 1: Melee
    Level 4: Sight
    Level 6: Thunder
    Level 7: Speed Self
    Level 9: Freeze
    Level 10: Haste
    
    Unique Abilities:
    None
    
    Enemy Rarity: Uncommon
    Characteristics:
    ***
    
    Transferable:
    Northland Iceland: Yes
    Red Crystal Islands: Yes
    Faircoast Cavern: No


    Royal Guard
    Code:
    Default Abilities:
    Level 1: Melee
    Level 2: Protect Other
    Level 4: Protect Group
    Level 5: Sight
    Level 6: Rebound Other
    Level 8: Rebound Group
    Level 10: Invulnerability
    
    Unique Abilities:
    None
    
    Enemy Rarity: Rare
    Characteristics:
    ***


    Lord/Lady of the Land
    Code:
    Default Abilities:
    Level 1: Melee
    Level 3: Heal Self
    Level 4: Heal Group
    Level 6: Protect Self
    Level 7: Rebound
    Level 9: Invulnerability
    Level 10: Word of Power
    
    Unique Abilities:
    Holy Type, Immune to All Negative Statuses, Negates Enemy Protect and Invulnerability, Resistant to Stunning, Can See Invisible
    
    Enemy Rarity: Very Rare
    Characteristics:
    ***


    Princess
    Code:
    Default Abilities:
    Unknown
    
    Unique Abilities:
    Unknown
    
    Enemy Rarity: One of a Kind
    Characteristics:
    Unknown


    The Baron
    Code:
    Default Abilities:
    Unknown
    
    Unique Abilities:
    Unknown
    
    Enemy Rarity: One of a Kind
    Characteristics:
    Unknown


    King Lionheart
    Code:
    Default Abilities:
    Unknown
    
    Unique Abilities:
    Unknown
    
    Enemy Rarity: One of a Kind
    Characteristics:
    Unknown


    The Avatar
    Code:
    Default Abilities:
    Unknown
    
    Unique Abilities:
    Unknown
    
    Enemy Rarity: One of a Kind
    Characteristics:
    Unknown
    Last edited by Metal Gear Rex; November 6th, 2012 at 08:53.


    Dungeon Keeper I campaign: Undead Keeper
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    Dungeon Keeper I campaign: Post Undead Keeper
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