Here is a list of all the Rooms along with information regarding them.
Dungeon Heart
Gold Cost: -
Attraction: -
Research: -
Description:
This is the life force of a Dungeon Keeper, and the physical form that he or she takes. They must be present in a realm in order for that Keeper to have influence over it. Once it is destroyed, the Dungeon Keeper will perish for all eternity. For this reason, Dungeon Keepers and their Creatures must protect this at all costs.
Entrance Portal
Gold Cost: -
Attraction: -
Research: -
Description:
Portals are found across the land, ready to be claimed. This is a Creature's way of entering the dungeon and into the service of a Dungeon Keeper. For NPC Keepers, there is a limit of fifteen Creatures that may enter. The max limit increases by five with every additional Portal. This rule is ignored for PC Keepers.
Treasury
Gold Cost: 200
Attraction: -
Research: Available from the Start
Description:
After Imps mine Gold, they return here in order to store it. The size of the Treasury defines the amount of Gold that can be stored in it, with the standard being 2000 Gold per tile. This is the only storage place for Gold, so it must be secured. Creatures head here on Payday in order to collect their pay.
Lair
Gold Cost: 300
Attraction: Beetle, Human Archer
Research: Available from the Start
Description:
The Lair is where Creatures place their beds to sleep when tired or injured, slowly regenerating their health if the latter. There can be only one bed per Lair tile. When Creatures fall unconscious, Imps will normally drag them to their Lairs if there are any that are free.
Hatchery
Gold Cost: 300
Attraction: Spider, Bile Demon, Human Archer, Giant
Research: Available from the Start
Description:
The Hatchery is blessed with magical soil that causes chicken eggs to appear from the ground. They eventually turn into delicious chickens for hungry Creatures to feast upon. The size of a Hatchery defines the max Chicken count at any point in time and the rate at which Chickens grow, but this usually doesn't come into play.
Training Room
Gold Cost: 500
Attraction: Salamander, Demon Spawn, Barbarian, Giant, Samurai
Research: Available from the Start
Description:
The Training Room contains training dummies and moving targets to allow Creatures of all types to train. Experienced gained in the Training Room is noticeably slower compared to the Combat Pit or real combat. Creatures can train up to Level 6 here.
Library
Gold Cost: 600
Attraction: Warlock, Wizard
Research: Available from the Start
Description:
New Spells and Rooms can be researched here. Each Room and Spell researched takes up a bit of Library space. Each tile stores a single researched item. Most Creatures can read but only few make for actually effective researchers. It is important to make sure the Library remains quiet so that researching Creatures can focus. If a Library is captured, then the Keeper loses all of the Spell Books that were being kept there. Room Technology is kept, however.
Workshop
Gold Cost: 600
Attraction: Troll, Bile Demon, Mountain Dwarf
Research: Low
Description:
This is the location where Creatures may manufacture new weapons, armor, or other types of equipment for themselves or other Creatures. It is also where Traps and Doors are built as the Keeper commands. The size of the Workshop defines the max amount of packaged items it can store at any point in time. It also effects the max amount of active Traps a Keeper can have in place. It's one per tile for each. The limit of active Traps and packaged items do not conflict, however. There aren't many who can manufacture, but typically those who do know how to do it well.
Guard Room
Gold Cost: 600
Attraction: Orc, Dark Elf, Hell Hound, Elven Archer, Guard
Research: Low
Description:
This is the general meeting point for Creatures out on Patrols throughout various dungeons, and is typically placed in front of the dungeon to serve as the most heavily guarded of locations. This also can be the ideal location for Creatures to mobilize into a defensive or offensive party to face any opponent.
Bridge
Gold Cost: 400
Attraction: -
Research: Average
Description:
The Bridge is built across both water and lava. Over water, it serves as a way for Vampires to cross it if they lack Flight and as means to allow Imps to claim land beyond the seas. As most Creatures are not resistant to lava, it is most useful on lava to allow a Keeper's army to pass through.
Casino
Gold Cost: 750
Attraction: Rogue, Tentacle, Thief
Research: Average
Description:
The Casino is seen as an unnecessary room in some dungeons. Unless its games are rigged, it does not help the Dungeon Keeper in any direct way. It is mostly a room for Creatures, allowing them to play games and enjoy themselves. They may even drink away their troubles until they desire the lips of a foul mouthed Troll named Thefsuth.
Prison
Gold Cost: 750
Attraction: Skeleton
Research: High
Description:
Unconscious enemies can be dragged here by Imps to be imprisoned. At that point, they fall to the whim of the Keeper who owns the Prison. Prisoners must be fed chickens to prevent them starving to death, but if that does happen, they can become Skeletons if they died as a humanoid. The Prison's limit is equal to the amount of 'middle tiles' (basically any tile that isn't on the room's border) it has. This room can also be used to lock away Creatures that have irritated their master.
Torture Chamber
Gold Cost: 1250
Attraction: Dark Mistress, Ghost
Research: High
Description:
Captured prisoners can be dropped here to enter the wonderful world of torture. They're normally interrogated by torturers that are constantly on the job, but other Creatures are allowed to crack a whip on them as well. The tortured victims may sometimes let out bits of information regarding their master, or even convert. But be weary as they may also die and rise up as a Ghost. Aside from captured prisoners, this room can also be used to punish those foolish enough to defy their Keeper. Converts don't need the standard room requirement that would normally be needed to attract them.
The Torture Chamber's limit is defined by the amount of 'middle tiles' (basically any tile that isn't on the room's border) it has in addition to the amount of reinforced walls it has. Every middle tile allows a single torture table. There can exist a table on the wall so long as there is an adjacent blank wall next to it on both sides.
Graveyard
Gold Cost: 1500
Attraction: Vampire
Research: Very High
Description:
Here is where all the bodies of those who've been slain are tossed and forgotten. As the corpses pile, a Vampire may rise from five of these graves. The Graveyard is incredibly important to the Vampire as it is not only a means for them to be born, but it is also where they are reborn whenever they resurrect. The amount of dead bodies a Graveyard can store is equal to the amount of 'middle tiles' (basically any tile that isn't on the room's border) it has.
Combat Pit
Gold Cost: 2000
Attraction: Black Knight, Knight, Samurai
Research: Very High
Description:
Here is where a Keeper can drop his various Creatures and watch them fight one another for his or his Creatures' amusement. Experienced gained in the Combat Pit is similar to that of real combat. Creatures are able to train up to Level 8 here. The Combat Pit's limit is equal to the amount of 'middle tiles' (basically any tile that isn't on the room's border) it has.
Temple
Gold Cost: 1750
Attraction: Maiden of the Nest, Dark Angel, Horned Reaper, Priestess, Fairy, Monk, Samurai
Research: Very High
Description:
The Temple is a quiet place where Creatures can go to pray and calm their mind and soul. Remaining in the Temple's presence also cures any illnesses, diseases, or any other kind of negative magical status effect on a Creature. Keepers can also dump various Creatures in the Temple waters in order to earn favor with the Dark Gods and possibly a reward. Additionally, a Creature praying protects himself up to two others of his choice from the effects of the Scavenger Room. After leaving the Temple, the Creature is protected for an extended period of time but the two other creatures lose their protection.
Scavenger Room
Gold Cost: 1500
Attraction: -
Research: Very High
Description:
The Scavenger Room is a more complex room with a variety of functions. Creatures using the room can scavenge mana from the land or information for the Keeper to utilize. Anything occurring in the
Conquest of Heavenarius thread is information viable to be obtained. It can also see within the enemy Keeper's dungeon, but its view is limited to the enemy's Scavenger Room. It also supposedly works as a long distance method to contact relatives. The Scavenger Room can additionally function as an alternative entrance for any Creature entering the realm.
The Scavenger Room's last feature is that it allows a Creature to project their minds to a Creature, enemy or ally, in battle with the Creature's Keeper. It must be a Creature of the same species, (and not class, so Warlock can scavenge Rogue) however. This can allow a Creature to inform their ally of news or potentially distracting enemies and disrupting their focus mid-battle. The Scavenger Room allows entrance to only one mind at a time and for short periods of time. This is also countered by the Temple in the exact same way as in DK1. (Creature Praying protects himself and two others of the same species. When he leaves, he is protected for an extended time still but the others lose protection)