Workshop

The Workshop is a room in Dungeon Keeper, Dungeon Keeper 2, and Dungeon Keeper Mobile where creatures produce doors and traps that can impede, injure, and kill heroes invading the dungeon.
A Workshop attracts Trolls. The bigger the Workshop, the more workers and finished products it can accommodate at once. Advanced items also have room scale requirements for production.
== Dungeon Keeper ==
Manufactured items are emboxed in floating crates in the Workshop, taking up an operational slot there until they are used. Due to the varied demands on space in this type of room, Workshops in Dungeon Keeper tend to be among the larger rooms in a dungeon.
A newly-produced item's crate will appear at a random spot in a random Workshop, should more than one of them exist, accompanied with the same colourful sparkles as when a project is finished in the Library. When the Keeper deploys a Trap, an Imp or Tunneller must carry its crate from the shop to the target tile. A Door, on the other hand, is instantly functional when placed, and its crate simply vanishes from the Workshop.
Items are produced automatically by the workers to be deployed at any time. The Keeper cannot directly decide what to produce, but there is a rigidly-followed order of production that can be influenced by depleting specific items. The workers attempt to maintain an even distribution of all items as they accumulate in the Workshop, going in this order:
Queue	Item	Manufacture Turns	Sale Value	Manufacture Level Req
1 	 	18,000 	250 	0
2 	 	18,000 	250 	0
3 	 	20,000 	350 	1
4 	 	24,000 	500 	2
5 	 	20,000 	500 	2
6 	 	26,000 	750 	3
7 	 	25,000 	1,000 	3
8 	 	20,000 	750 	3
9 	 	50,000 	1,500 	4
10 	 	20,000 	750 	4
For instance if there are 1x Magic Doors, 2x Boulder Traps, and 3x of everything else currently sitting in the shops, the workers will build Magic - Boulder - Magic - Wooden. If a Keeper wishes to install the best doors in his dungeon, he should refrain from placing the weaker ones when they become available. By allowing them to accumulate in the Workshop, his workers will focus on the items that are being deployed as soon as they're built.
ManufactureLevel	WorkshopTiles
0 	1-9
1 	10-16
2 	17-19 or 21-25
3 	26-36
4 	20 or 37+
A priori, these producible items need to be enabled by the map script, or in much rarer cases a crate be captured afield, in order for them to be available for manufacture.
With that satisfied, each door and trap then requires a certain "manufacture level," which is an internal rating derived from the number of Workshop tiles in the dungeon. There is an irregularity in its progression: for some reason, having the magic number of 20 Workshop tiles boosts the manufacture level straight to level 4 (3 in KeeperFX), and 21-25 reduces it back to level 2. This means that Iron Doors, Magic Doors, Boulder Traps, Lava Traps, and Word Of Power Traps can be created with 20 Workshop tiles (despite "requiring" 26 or 37), but not with 21-25 tiles.
===Workers===
Most creatures can be forced into Workshop labour, but the best craftsmen are Trolls. Orcs are also ace artisans; in fact, once they learn Speed, they are second best only to Trolls who also have Speed. The Bile Demon and Mountain Dwarf also possess artifice to work efficiently in this room. The Mistress, Samurai, and Archer are fairly skilled manufacturers as well, once they have learned Speed.
Imps cannot work in a Workshop. And, being arrogant academic types, the Warlock, Vampire, and Wizard get somewhat annoyed at even being dropped into this room and will absolutely refuse to work there.
:
Manufacturing Skill	Manufacturing Skill	Manufacturing Skill	Manufacturing Skill	Manufacturing Skill
0 	1 	2 	3 	4
 	 	 	 	
 	 	 	 	
FX 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
0 	1 	2 	3 	4
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	FX 	 	 	
:Primary Job
:Secondary Job
:Refuses to do Job
===Workshop Economy===
Unlike Dungeon Keeper 2, traps and doors in DK1 do not cost gold to produce and may be sold to generate revenue. However, it is a tedious and management-intensive way to raise funds. This room can nevertheless be used to painstakingly pay for expansion of the dungeon and creatures' training when gold is extremely scarce or dangerous to reach. One of the initial difficulties is the need for the Workshop to fund its own construction; it's not unreasonable to expand it into a 10x10 or greater facility (to fit everyone and everything) over time.
The Boulder Trap is the most profitable item for the amount of time required. Which is to say, selling these while stockpiling four or five of all the other items will put the workers into a cycle of continually manufacturing Boulder Traps for maximum profit.
===Bugs===
; Bug #1: Traps are highly-prone to decrement too much when deployed. Specifically, one instance of the trap is decremented when planted, but as soon as the Imp picks it up from the Workshop to carry it to the deployment site, it decrements again. Unless all traps of that type are deployed at once, this will lead to "phantom" crates floating around in the Workshop, taking up space there permanently.
; Bug #2: Selling traps only deletes crates that are in the Workshop. Once an Imp is carrying a trap crate out, selling the trap doesn't destroy the crate. The crate will be carried to the vacant deployment site and dropped there; then, an Imp will pick it back up and flash the Trap Crate Found message, as if it was a newly-discovered crate.
; Bug #3: When an Imp is carrying a trap crate through the Workshop, and something unexpected happens (such as if the imp is slapped, or panics at the sight of the enemy, or the Workshop has become full while he is trying to store a crate in it), the crate will become one of the aforementioned "phantom" crates. 
Bugs #2 and #3 might be witnessed (and #2 exploited) by players pushing a "Workshop economy" to its limits.
Bug #1 is a serious matter for anyone utilizing traps, at all, in their dungeon. To keep traps from subtracting themselves twice from the manufacturing panel, place all the traps of a specific type at once, reducing their count in the panel to zero. Drop Imps into the Workshop to have them get the crates out promptly. There is a legitimate reason why this bug exists: ordinarily, once a trap has exhausted all of its charges against intruders, Imps have to take a fresh crate from the Workshop to reload it. Imps will also carry "phantom" crates out of the shop this process (with the only other way to get rid of them being to sell the Workshop).
== Dungeon Keeper 2==
The Workshop is where traps and doors are manufactured, to impede and injure your enemies. It is a furnished room, though not as dense as the others: it has work stations on every other inner square and one on every even section of straight reinforced wall. The Workshop can accommodate one worker per work station plus one.
A functioning Workshop attracts Trolls, and Bile Demons provided you have a large enough Hatchery. The only other creatures prepared to work in a Workshop are Giants, who must first be converted (or attracted through a Mercenary Portal), but work much faster than Trolls or Bile Demons.
Before any manufacturing can be done, a Keeper must place door and trap blueprints where they want them to appear. Blueprints cost gold to place and must be placed on the Keeper's claimed path tiles.
The order of production exactly corresponds to the order in which blueprints were placed. It is therefore important to scale the number of jobs to the level and number of workers available.
While working, creatures generate manufacturing points until the trap or door in question is finished.
Then the Mentor gives a notification e.g. "A Wooden Door has been created in your Workshop", the Workshop lights up and a Wooden Door crate is created. After a while, an Imp will collect the crate and place it where the blueprint is. The Wooden Door is now fitted.
The Workshop can store a maximum of three crates per tile that does not have a work station on it. Some levels also have crates secreted on them. Imps will take these to the nearest Workshop, after which the Keeper can place blueprints for these items and get them for free.
Given the low number of workers prepared to work in a Workshop and the very high crate capacity, there is no need to make it very large. About 4 x 4 or 4 x 5 is normally sufficient.
== Dungeon Keeper Mobile ==
===Overview===
The Workshop was a 3x3 room that unlocked a Keeper's ability to place traps, as well as recruit Trolls. This room was warded by its defence: the Homing Buzzsaw, which targeted a single unit over a modest distance, dealing damage upon impact, and was able to fly over walls and other obstacles.
Upgrading a Workshop augmented trap capacity, in addition to unlocking new ones. Another byproduct of upgrading was that your Trolls would be able to be trained to higher levels.
===Notes===
*Unlocked access to new traps.
*Increased overall trap capacity.
*Unlocked the Troll.
*Bolstering increasee trap damage and this room's health.
*When defending in PvP, one Troll guarded the Workshop.
*Didno bonus damage to any minions or Immortals.
*Max level was 35.
*Levels 30 and above required max level stone storage as well as Quarries upgraded for extra storage, or to be upgraded during the Half Cost Building Event.
===Stats===
Defense 	Homing Buzzsaw
Targets 	Ground & Air
Damage Type 	Physical
Troll Defender	1
Attack Speed 	1.25s
Attack Range 	5 Tiles
Size 	3x3
===Upgrades===
Лвл	HP 	Dmg	DPS 	No. of Targets	Build Time	Build Cost(Stone)	Max TrollTraining	Dungeon HeartRequired
1 	350 	15 	12 	1 	1m 	200 	Level 1 	Level 1
2 	550 	21 	17 	1 	5m 	1,000 	Level 2 	Level 1
3 	800 	28 	22 	1 	30m 	5,000 	Level 3 	Level 1
4 	1,350 	36 	29-58 	2 	1h 	15k 	Level 4 	Level 1
5 	1,950 	45 	36-72 	2 	4h 	50k 	Level 5 	Level 1
6 	2,900 	50 	40-80 	2 	8h 	150k 	Level 6 	Level 2
7 	3,950 	55 	44-132 	3 	16h 	550k 	Level 7 	Level 3
8 	5,500 	60 	48-144 	3 	1d 	1M 	Level 8 	Level 4
9 	6,600 	65 	52-156 	3 	1d12h 	2M 	Level 9 	Level 5
10 	7,750 	70 	56-224 	4 	2d 	3M 	Level 10 	Level 6
11 	8,800 	74 	59-237 	4 	2d12h 	13M 	Level 11 	Level 11
12 	9,920 	80 	64-256 	4 	3d 	13M 	Level 12 	Level 12
13 	11,030	84 	67-269 	4 	4d 	13.4M 	Level 13 	Level 13
14 	12,140	89 	71-285 	4 	5d 	20M 	Level 14 	Level 14
15 	13,250	94 	75-301 	4 	6d 	28M 	Level 15 	Level 15
16 	14,360	98 	78-314 	4 	7d 	32M 	Level 16 	Level 16
17 	15,470	106	85-339 	4 	8d 	36M 	Level 17 	Level 17
18 	16,580	111	89-355 	4 	9d 	40M 	Level 18 	Level 18
19 	17,690	115	92-368 	4 	10d 	46M 	Level 19 	Level 19
20 	18,800	120	96-480 	5 	11d 	52M 	Level 20 	Level 20
21 	19,900	127	102-508	5 	12d 	52.2M 	Level 21 	Level 21
22 	21,020	131	105-524	5 	13d 	52.4M 	Level 22 	Level 22
23 	22,130	136	109-544	5 	13d 	56M 	Level 23 	Level 23
24 	23,240	141	113-564	5 	13d 	62M 	Level 24 	Level 24
25 	24,350	147	? 	6 	13d 	66M 	Level 25 	Level 25
26 	25,460	152	? 	6 	14d 	70M 	Level 26 	Level 26
27 	26,570	157	? 	6 	14d 	72M 	Level 27 	Level 27
28 	27,680	163	? 	6 	16d 	76M 	Level 28 	Level 28
29 	28,780	168	? 	6 	18d 	82M 	Level 29 	Level 29
30 	29,990	173	? 	6 	20d 	88M 	Level 30 	Level 30
31 	31,010	178	? 	6 	22d 	88.4M 	Level 31 	Level 31
32 	32,120	184	? 	6 	24d 	88.8M 	Level 32 	Level 32
33 	33,230	189	? 	6 	26d 	89.2M 	Level 33 	Level 33
34 	34,340	194	? 	6 	28d 	89.6M 	Level 34 	Level 34
35 	35,450	199	? 	6 	30d 	90M 	Level 35 	Level 35
===Traps Available per Level===
Level	 	 	 	 	 	 	 	 	 	 	 	 	 	
1 	-	-	-	2	-	-	-	-	-	-	- 	2	-	-
2 	-	-	-	-	-	-	2	2	-	-	- 	2	-	-
3 	-	-	-	2	-	-	2	-	2	-	- 	2	1	-
4 	-	-	-	-	1	-	2	2	-	2	- 	2	1	-
5 	-	1	-	2	1	-	2	-	2	-	10	2	2	-
6 	-	1	2	-	1	-	2	2	-	2	10	2	2	-
7 	1	1	1	-	1	-	2	-	2	-	10	2	-	2
8 	1	1	1	-	1	1	2	-	-	2	20	2	-	-
9 	2	1	1	-	1	1	2	-	-	-	20	2	-	-
10 	2	1	1	-	-	1	2	-	-	-	30	2	-	2
11 	2	-	-	-	-	1	-	-	-	-	- 	-	-	1
12 	2	-	-	-	-	-	2	1	-	1	15	-	-	-
13 	-	-	-	2	2	-	-	1	1	-	- 	-	-	-
14 	-	-	1	-	-	-	-	-	-	1	- 	-	-	1
15 	-	-	-	-	-	-	-	-	-	-	10	4	1	-
16 	-	1	-	-	-	1	-	-	1	-	- 	-	-	-
17 	-	-	-	2	-	-	-	-	-	-	10	4	-	-
18 	2	1	-	-	-	-	2	-	-	-	- 	-	-	-
19 	-	-	-	-	-	-	-	2	-	2	- 	4	-	-
20 	-	-	1	-	-	1	2	-	-	-	15	-	-	-
21 	2	-	-	-	-	-	-	-	2	-	5 	-	-	-
22 	-	-	-	-	2	-	-	2	-	-	- 	2	-	-
23 	-	-	-	2	-	-	2	-	-	-	- 	-	2	-
24 	-	2	-	-	-	-	-	-	-	2	5 	-	-	-
25 	-	-	2	-	-	-	-	-	-	-	- 	-	-	2
26 	-	-	-	1	-	-	-	-	-	2	- 	2	-	-
27 	-	2	-	-	2	-	-	2	-	-	- 	-	-	-
28 	-	-	-	1	-	-	2	-	-	-	- 	-	2	-
29 	1	-	-	-	-	-	-	-	1	-	- 	-	-	1
30 	-	-	1	-	-	1	-	-	-	-	5 	-	-	-
31 	-	-	-	1	-	-	-	-	-	-	- 	1	-	-
32 	-	-	-	-	-	-	-	1	-	1	- 	-	-	-
33 	-	-	-	-	-	-	1	-	-	-	5 	-	-	-
34 	-	1	-	-	1	-	-	-	-	-	- 	-	1	-
35 	-	-	-	-	-	1	-	-	-	-	- 	-	-	-
===Max Trap/Door Count===
Level	 	 	 	 	 	 	 	 	 	 	 	 	 	
1 	- 	- 	- 	2 	- 	-	- 	- 	- 	- 	- 	2 	- 	-
2 	- 	- 	- 	2 	- 	-	2 	2 	- 	- 	- 	4 	- 	-
3 	- 	- 	- 	4 	- 	-	4 	2 	2 	- 	- 	6 	1 	-
4 	- 	- 	- 	4 	1 	-	6 	4 	2 	2 	- 	8 	2 	-
5 	- 	1 	- 	6 	2 	-	8 	4 	4 	2 	10 	10	4 	-
6 	- 	2 	2 	6 	3 	-	10	6 	4 	4 	20 	12	6 	-
7 	1 	3 	3 	6 	4 	-	12	6 	6 	4 	30 	14	6 	2
8 	2 	4 	4 	6 	5 	1	14	6 	6 	6 	50 	16	6 	2
9 	4 	5 	5 	6 	6 	2	16	6 	6 	6 	70 	18	6 	2
10 	6 	6 	6 	6 	6 	3	18	6 	6 	6 	100	20	6 	4
11 	8 	6 	6 	6 	6 	4	18	6 	6 	6 	100	20	6 	5
12 	10	6 	6 	6 	6 	4	20	7 	6 	7 	115	20	6 	5
13 	10	6 	6 	8 	8 	4	20	8 	7 	7 	115	20	6 	5
14 	10	6 	7 	8 	8 	4	20	8 	7 	8 	115	20	6 	6
15 	10	6 	7 	8 	8 	4	20	8 	7 	8 	125	24	7 	6
16 	10	7 	7 	8 	8 	5	20	8 	8 	8 	125	24	7 	6
17 	10	7 	7 	10	8 	5	20	8 	8 	8 	135	28	7 	6
18 	12	8 	7 	10	8 	5	22	8 	8 	8 	135	28	7 	6
19 	12	8 	7 	10	8 	5	22	10	8 	10	135	32	7 	6
20 	12	8 	8 	10	8 	6	24	10	8 	10	150	32	7 	6
21 	14	8 	8 	10	8 	6	24	10	10	10	155	32	7 	6
22 	14	8 	8 	10	10	6	24	12	10	10	155	34	8 	6
23 	14	8 	8 	12	10	6	26	12	10	10	155	34	8 	6
24 	14	10	8 	12	10	6	26	12	10	12	160	34	10	6
25 	14	10	10	12	10	6	26	12	10	12	160	34	10	8
26 	14	10	10	13	10	6	26	12	10	14	160	36	10	8
27 	14	12	10	13	12	6	26	14	10	14	160	36	10	8
28 	14	12	10	14	12	6	28	14	10	14	160	36	12	8
29 	15	12	10	14	12	6	28	14	11	14	160	36	12	9
30 	15	12	11	14	12	7	28	14	11	14	165	36	12	9
31 	15	12	11	15	12	7	28	14	11	14	165	37	12	9
32 	15	12	11	15	12	7	28	15	11	15	165	37	12	9
33 	15	12	11	15	12	7	29	15	11	15	170	37	12	9
34 	15	13	11	15	13	7	29	15	11	15	170	37	13	9
35 	15	13	11	15	13	8	29	15	11	15	170	37	13	9
==Trivia==
*Ironically, despite mallets being the symbol of Workshops and manufacturing, the best manufacturers in Dungeon Keeper and Dungeon Keeper 2 (Trolls and Giants,Excluding Knud respectively) carry and use clubs rather than mallets. In Dungeon Keeper, mallets are used by some lesser manufacturers, such as Orcs and Barbarians.
==References==
== Notes==