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A creature is a Dungeon inhabitant a player uses to carry out tasks. Most work mostly autonomously, but some require direct orders to carry out their intended tasks. Most can be trained and upgraded, but the main workers Goblins cannot be.

Main stats Editar

This is a list of all creatures with base stats. Please refer to the What it all Means section for a full description of column headings.

Name Class Spawn time (hh:mm:ss) Upkeep cost1 Spawn room Tiles per Hour Technology Size
Dark Elf Humanoid 01:00:00 6 Food, 6 Gold Guard Post (level 2) 7 Forces of the Dark Gods 2
Dark Priestess Humanoid 01:30:00 5 Food, 13 Gold, 1 Primordial Water Temple (level 3) 2 Forces of the Dark Gods 3
Goblin Humanoid 00:01:00 0 Food None 12 None 1
Ogre Humanoid 02:00:00 20 Food, 4 Gold Den (level 4) 1 Greater Minion Binding 3
Orc Humanoid 00:15:00 8 Food, 2 Gold Den (Level 2) 3 Creature Affinity 1
Thief Humanoid 01:30:00 6 Food, 9 Gold Tavern (level 3) 10 Ways of Subterfuge 2
Warlock Humanoid 00:15:00 4 Food, 7 Gold Den (level 1) 2 None 1
Sapper Humanoid 02:00:00 21 Food, 30 Gold, 1 Quicksilver, 2 Primordial Earth Arena (Level 5) 1 Conquest Party 3
Death Knight Undead 15:00:00 36 Food, 30 Gold, 1 Moonstone Prison (level 5) 3 Sinister Conversion 6
Ghost Undead 01:00:00 6 Food, 2 Primordial Ice Crypt (level 2) 7 Necromancy 1
Lich Undead 10:00:00 14 Food, 22 Gold, 2 Moonstone Spellcasting Chamber (level 5) 2 Dark Sacrifice 7
Vampire Undead 03:36:36 18 Food, 10 Gold, 2 Primordial Fire, 2 Primordial Earth Crypt (level 4) 5 Lessons of the Undying 5
Wraith Undead 01:00:00 12 Food, 3 Primordial Water Crypt (level 4) 6 Greater Necromancy 2
Arch Fiend Demon 30:00:00 110 Food, 60 Gold, 1 Shallow Mantle Coven (Level 5) 2 Alliance with the Underworld 12
Balrog Demon 15:00:00 60 Food, 24 Gold, 2 Ruby Coven (Level 4) 2 Pact with the Underworld 6
Imp Demon 01:00:00 3 Food, 3 Gold, 1 Quicksilver Spellcasting Chamber (Level 2) 8 Attunement with the Underworld 1
Succubus Demon 01:30:00 6 Food, 7 Gold, 3 Primordial Fire Prison (Level 2) 5 Attunement with the Underworld 2

1Upkeep Cost is for a Level 1 unit.

Name Class Tiles per hour Size
Elf Cleric Elf 2 1
Elf Wizard Elf 2 1
Footman Elf 3 1
Paladin Elf 2 1
Ranger Elf 7 1
Rogue Elf 9 1

Combat stats Editar

This is a list of all creatures with base combat stats. Please refer to the What it all Means section for a full description of column headings.

Name Health Speed Carry Accuracy Defense Damage type1 Damage Delay 2 Awareness range Attack range Move type Pillage

Resistance1

phys   mag   fire      cold     elec      pois      dis

Tank Range Tank Heal rate
Dark Elf 600 1 90 90 80 Phys 30 3 18 7 Grd 0 0% 0% 0% 0% 0% 0% 25% 2 2 700
Dark Priestess 300 3 50 60 30 Mag 20 3 12 3 Grd 0 0% 0% 0% 0% 0% 0% 50% 1 1 100
Sapper 500 5 50 10 10 Fire 10 2 12 1 Grd 0 0% 0% 25% 25% 25% 0% 0% 1 1 200
Goblin 200 1 500 10 90 Phys 10 2 12 1 Grd 0 10% 0% 40% 0% 0% 10% 10% 1 1 200
Ogre 2500 4 400 120 10 Phys 90 2 12 1 Grd 125 25% 0% 0% 0% 0% 0% 0% 4 4 600
Orc 800 3 200 50 20 Phys 40 2 12 1 Grd 0 0% 0% 0% 0% 25% 0% 0% 2 2 200
Thief 400 1 125 100 40 Pois 20 1 18 1 Grd 0 0% 0% 25% 0% 0% 50% 0% 1 1 600
Warlock 200 4 50 120 10 Dis 50 3 12 5 Grd 0 0% 25% 0% 0% 50% 0% 0% 1 2 50
Death Knight 4000 4 100 180 100 Phys 120 2 12 1 Grd 25 50% 0% 0% 0% 0% 50% 50% 3 3 1100
Ghost 600 2 75 30 80 Cold 10 1 12 1 Fly 0 100% 0% 0% 0% 0% 75% 75% 1 1 500
Lich 1400 6 50 200 60 Mag 140 3 12 4 Grd 0 0% 50% 0% 50% 0% 75% 75% 1 2 400
Vampire 1800 3 25 140 90 Cold 80 2 12 1 Grd 20 0% 0% 0% 50% 0% 50% 50% 3 3 2200
Wraith 800 3 150 70 70 Dis 50 2 12 1 Grd 0 0% 0% 0% 0% 50% 50% 50% 2 2 1600
Arch Fiend 10000 5 2000 200 130 Elec 170 2 12 1 Grd 500 0% 75% 75% 25% 25% 0% 0% 5 5 1000
Balrog 7000 4 1000 160 70 Fire 90 2 12 1 Grd 200 0% 25% 100% 0% 0% 0% 0% 4 4 900
Imp 100 1 100 50 160 Fire 10 1 16 4 Grd 0 0% 75% 50% 0% 0% 0% 0% 3 3 300
Succubus 900 2 100 60 40 Fire 35 2 12 2 Grd 0 50% 0% 25% 25% 25% 0% 0% 2 2 500
Elf Cleric 400 3 100 80 60 Mag 10 3 5 3 Grd 100 0% 40% 0% 0% 0% 0% 75% 1 1 1000
Elf Wizard 200 4 100 140 10 Fire 60 4 6 5 Grd 40 0% 25% 20% 30% 30% 0% 0% 1 2 1000
Footman 1200 3 200 50 40 Phys 30 2 6 1 Grd 30 20% 0% 0% 0% 0% 0% 0% 2 2 1000
Paladin 2500 4 1000 120 100 Phys 45 2 7 2 Grd 200 40% 50% 50% 0% 0% 0% 0% 4 4 1000
Ranger 800 2 300 70 50 Phys 20 3 9 7 Grd 20 0% 0% 0% 0% 0% 75% 75% 2 2 1000
Rogue 300 1 1000 90 120 Pois 35 1 9 1 Grd 10 0% 0% 50% 50% 50% 75% 50% 1 1 1000

1 Damage types and resistances where activated on 5/24/11; the resistances are as follows: physical, magical, fire, cold, electricity, poison and disease.

2 Delay is the number of combat rounds between attacks

Creatures training stats Editar

Summary about all creatures training costs and training conditions Creatures training summary

What it all Means Editar

Main Stats Editar

Class: Each creature has a classification of either Humanoid, Demon, or Undead. Some Furniture and Rooms may affect a particular class of creature.
Spawn Time: The length of time it takes a creature to show up in your dungeon after its bed has been placed. This is also the length of time it takes for a new creature to appear after the previous one has been killed. Note that in this circumstance, the replacement creature's timer will not start until after the next payday.
Upkeep Cost: The food, gold, and other resource requirements of a Level 1 creature. These resources are consumed every payday. These requirements increase by 20% for every creature level.
Spawn Room: The room requirements to place the creature's bed.
Tiles per Hour: The movement rate of creatures on the Overworld Map.
Technology: The Technology required to craft the creature's bed. Please note that you must also have the appropriate technology to build the room that this furniture is placed in.
Size: Used to determine the Point Value of each creature. Each creature's Point Value is its Level times its Size.

Combat Stats Editar

Health: The total amount of damage a creature can take before it is slain. This value increases by 20% for every level.
Speed: The number of rounds before a creature may take another move action.
Carry: How much loot a creature may carry after a successful raid attempt. This value increases by 20% for every level.
Accuracy: Used to determine whether a creature hits or misses on an attack action. A high attack value means the creature should hit more often.
Defense: Used to determine whether a creature is hit or missed. A high defense value means the creature should be missed more often.
Damage Type: Damage falls into one of six categories: physical, magical, fire, cold, electricity, poison and disease.
Damage: A successful hit reduces a creature's health by this amount. This value increases by 20% for every level.
Delay: The number of rounds before a creature may take another attack action.
Awareness Range: The number of tiles a creature can perceive and react to visible creatures. A creature that is unaware of an attacker takes no actions until the attacker moves within Awareness Range or it is attacked.
Attack Range: How far away the attacker can be from its target. Values greater than 1 are considered Ranged Attacks.
Move Type: Whether the creature must move across rooms tiles (Ground) or can Fly over lava.
Pillage: The amount of damage a creature deals on a Pillage attack. This value increases by 20% for every level.
Resistances: The percent of damage mitigated from an attack of the corresponding Damage Type. 100% mitigation equals total immunity.
Tank: The number of Melee Attack creatures the unit may be attacked by at once. Subsequent attackers must target a separate creature.
Range Tank: The number of Ranged Attack creatures the unit may be attacked by at once.
Heal Rate: The amount of Health an injured creature recovers after every payday.

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