Creatures

Creatures are the basis of the Dungeon Keeper's military might. Every monster that enters the dungeon from the nether world has its own agenda, and the challenge for the Dungeon Keeper is to manage creatures towards the most worthy cause of all: the destruction of his enemies.
Creatures are sometimes treated as distinct from heroes, the antagonists in the Dungeon Keeper series. The term "creature" may refer to all units in the game, or may only refer to 'evil units', i.e. non-heroes (heores are subject to pretty much all the same rules), and may or may not include Imps, which function more like a dungeon's infrastructure and lack many of the capabilities and needs of bona fide creatures, and do not count towards a Keeper's Creature Limit on a map.
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== Creatures in Dungeon Keeper ==
This section contains technical details and tables for creatures in the original Dungeon Keeper.
The data itself can be viewed directly in the game files CREATURE.TXT and DD1CREAT.TXT (Deeper Dungeons). Their implementation is more opaque, and this article aims to clarify a few things. In Dungeon Keeper FX, you can see further information about a creature's stats in the Query tab or while possessing them.
===Main Combat and Query Stats===
====Definitions====
; Salary
:Quantity per payday at level 10, which occurs every 10,000 turns, about 9 minutes real-time.
; Health
:Maximum trauma rating at level 10.
; Strength
:Hitpoint damage dealt per successful melee strike.
; Dexterity
:Increases the chance of a successful melee strike.
; Skill
:Decreases the chance of being successfully struck in melee.
; Defence
:Reduces both spell and weapon damage taken. Doesn't improve with level.
; Luck
:Probability, as a fraction of 255, that a creature will do a double attack/cast in a single swing or make two Skill rolls against an enemy swing. Doesn't improve with level.
*Most of the above information can be retrieved with the Query tool.
*Base attribute values are stored in CREATURE.TXT, the master rule set, and DD1CREAT.TXT for Deeper Dungeons.
*Stat progression when creatures level up is linear. Each new level takes 35% of the base value and adds it to the cumulative total; which is to say, the values above are 415% of level 1 values.
===="DEFENCE"====
:Confusion can arise over what exactly is "Defence."
:First, for those of us who speak American English, it is worth noting that this is the UK spelling of "Defence." Second, the Defence stat shown in-game (and inaccurately documented) with the Query tool is different from the DEFENCE column seen when peeking into the creature database file.
:
	Defence, as given in-game and on this wiki, is ARMOUR in CREATURE.TXT. This is like a thickness rating for the creature's protective garb or carapace, and reduces incoming damage.
	Skill, as given in-game and on this wiki, is DEFENCE in CREATURE.TXT. This stat represents the creature's ability to dodge or parry blows.
:Defence and Skill are displayed onscreen, and therefore better-known than the more accurate ARMOUR and DEFENCE (respectively), so the onscreen labels are the ones used on this wiki.
===Job and Behavior Stats===
Unlike most RTS games, the units in the Dungeon Keeper series do not await orders and do not move to specific locations on command. They do what they want, when they think it's time to want it. The name of the game is management: herding the dungeon's inhabitants into endeavors that serve one's evil purposes.
Of course there are routines and numbers determining how, exactly, creatures behave: what kind of jobs they are willing to do, how good they are at doing it, what they would rather be doing, and what particular things in life please them or vex them. Creatures will famish, and require varying quantities of food and break to consume it when they do, but never flag; however, they may break for sleep from time to time anyway.
This sort of information is cited constantly in creatures and heroes' individual articles. The table below compares some of the more important ones.
====Definitions====
;Speed
:The creature's speed on a scale of 0 (Immobile) to 255, about a quarter of the map's width per second
;Library Skill
:Research Points contributed per turn to the current project - scales with Level.
;Workshop Skill
:MFG Points contributed per turn to the current project - scales with Level.
;Training Skill
:Experience points gained per turn while Training.
;Training Cost
:Gold deducted per 64 turns in Training.
;Scavenging Skill
:Points contributed per turn towards Scavenging a target - scales with Level.
;Scavenging Cost
:Gold deducted per 64 turns while Scavenging.
;Sleep Healing
:Hitpoints regained per turn in Lair.
;Sleep "Anger"
:Annoyance, on a scale of 0 or negative (Happy) to 5000 (Angry), per turn Sleeping. Positive for Horned Reapers.
;SLAP Anger
:Annoyance when the creature is slapped. Varies greatly. Negative for Mistresses.
;Hunger
:Chickens demanded ∕ Meal Time turn interval
====Other Skills====
;Praying Skill
:Annoyance per turn using Temple. Positive for Vampires. Not listed because it's extremely fast for all creatures, generally ten to fifty times faster than Sleep, so as to make no difference comparing.
;Job Stress
:Creatures laboring in a Room will attack other creatures, in that Room, for whom that type of work is not a Primary/Secondary Job. Is only checked in Libraries, and only Warlocks and Wizards exhibit the "Job Stress" behavior.
;Loyalty
:Creature will guard other creatures as they go about their tasks. Unique to Hellhounds, this cool watchdog behavior is rarely observed because their Primary Job is "Seek Enemies," and there is seldom any trouble succeeding at that.
====Anger Jobs====
A creature with less than a 20% contentment rating may decide it needs to perform a troublesome "Anger Job" rather than its accustomed duties.
Creature	Anger Jobs
 	Destroy Rooms
 	Damage Walls
 	Steal Gold
 	Damage Walls
 	Go Psycho
 	Kill Creatures
 	Destroy Rooms
 	Destroy Rooms
 	Kill CreaturesJoin Enemy
 	Join Enemy
 	Steal Gold
 	Destroy Rooms
 	Damage Walls
 	Foment UnrestKill Creatures
 	Foment Unrest
Other Anger Jobs:
;Sulk
:All angry creatures can start moping around the dungeon. This task increases their anger rapidly.
;Leave Dungeon
:All angry creatures except Demon Spawn and Horned Reapers can select the "Leave Dungeon" job in addition to the ones listed above.
Imps never get angry.
If the spell Must Obey is active, angry creatures will not perform their Anger Jobs and will not even leave the dungeon.
====Job Hierarchy====
Highest Priority	Fight, Prisoner, Torture, Kinky Torture
Enchantment 	Audience, Call to Arms, Armageddon, Group
High Priority 	Eat, Get Wage, Recover, Go Berserk
Anger Job 	Sulk, Job Stress, Leave Dungeon, Kill Creatures, Destroy Rooms, Steal Gold, Damage Walls, Foment Unrest, Join Enemy
Assigned Job 	Eat, Get Wage, Sleep, Train, Research, Guard Post, Workshop, Barracks, Pray, Scavenge
Default Job 	Train, Research, Workshop, Pray, Scavenge, Explore, Fight, Seek Enemies, Explore, Freeze Prisoners
Secondary Job 	Train, Research, Guard Post, Barracks, Group
Idle Job 	Sleep, Patrol, Loyalty, Pray
;Kinky Torture
:The Dark Mistress's idle job. Can break high-priority tasks.
;Group
:Minion is enlisted in a party that has exited the Barracks.
;Patrol
:Under Must Obey, creatures are not allowed to sleep, and idle ones will patrol the dungeon in some unknown fashion.
===Leveling Overview===
As they progress to higher levels of experience, creatures gain new creature spells. Many of their attribute scores and skills rise. Some innate traits and most of their behavior patterns remain constant.
Level 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10
Modifier	100%	135%	170%	205%	240%	275%	310%	345%	380%	415%
 	The Modifier applies to:
* Salary
* Research Skill
* Manufacturing Skill
* Scavenging Skill
* Health
* Strength
* Spell Strength
* Dexterity
* Skill (DEFENCE)
* Experience for hitting	The Modifier applies to:
* Salary
* Research Skill
* Manufacturing Skill
* Scavenging Skill
* Health
* Strength
* Spell Strength
* Dexterity
* Skill (DEFENCE)
* Experience for hitting	The Modifier applies to:
* Salary
* Research Skill
* Manufacturing Skill
* Scavenging Skill
* Health
* Strength
* Spell Strength
* Dexterity
* Skill (DEFENCE)
* Experience for hitting	The Modifier applies to:
* Salary
* Research Skill
* Manufacturing Skill
* Scavenging Skill
* Health
* Strength
* Spell Strength
* Dexterity
* Skill (DEFENCE)
* Experience for hitting	The Modifier applies to:
* Salary
* Research Skill
* Manufacturing Skill
* Scavenging Skill
* Health
* Strength
* Spell Strength
* Dexterity
* Skill (DEFENCE)
* Experience for hitting	The following are not affected:
* Hunger
* Hitpoint Recovery
* Training Skill
* Annoyance Rules
* Defence (ARMOUR)
* Movement Speed
* Luck
* Fear
* Hearing
* Slaps to kill	The following are not affected:
* Hunger
* Hitpoint Recovery
* Training Skill
* Annoyance Rules
* Defence (ARMOUR)
* Movement Speed
* Luck
* Fear
* Hearing
* Slaps to kill	The following are not affected:
* Hunger
* Hitpoint Recovery
* Training Skill
* Annoyance Rules
* Defence (ARMOUR)
* Movement Speed
* Luck
* Fear
* Hearing
* Slaps to kill	The following are not affected:
* Hunger
* Hitpoint Recovery
* Training Skill
* Annoyance Rules
* Defence (ARMOUR)
* Movement Speed
* Luck
* Fear
* Hearing
* Slaps to kill	The following are not affected:
* Hunger
* Hitpoint Recovery
* Training Skill
* Annoyance Rules
* Defence (ARMOUR)
* Movement Speed
* Luck
* Fear
* Hearing
* Slaps to kill
 	 	 	 	 	 	 	 	 	 	
===Trivia===
Before the major revamp in mid-1996, creatures were split into two types: corporeal, and magical.
Corporeal creatures included:
*s
*s
*s (then known as Sorcerers)
*,
*s
*es
Corporeal creatures were purchased and paid with gold.
Magical creatures included:
*s
*s
*s
*s
*s
*s
*s
*s
Magical creatures were summoned and paid with mana.Dungeon Keeper trailer, early 1996.The Dungeon Keeper Goodies Disc.
=== Gallery ===
==== Early (1996) control icons ====
Dungeon Keeper early creature icon.png|Move (?)
Dungeon Keeper early creature icon 2.png|Train (?), or perhaps fight (?)
Dungeon Keeper early creature icon 3.png|Guard (?)
Dungeon Keeper early creature icon 4.png|Hide (?)
Dungeon Keeper early creature icon 5.png|Sack creature (?)
Dungeon Keeper early creature icon 6.png|Patrol (?)
Dungeon Keeper early creature icon 7.png|Train (?)
Dungeon Keeper early creature icon 8.png|Eat (?)
Early Possess Creature icon Dungeon Keeper.png|Possess Creature
Dungeon Keeper early creature icon 10.png|Sleep (?)
=== Transliterations ===
The Japanese and Korean names of the creatures are actually the English names transliterated into Katakana and Hangul respectively:
Comparison Table
  English	  Japanese  	  Korean
Imp 	インプ 	임프
Fly 	フライ 	플라이
Beetle 	ビートル 	비틀
Spider 	スパイダー 	스파이더
Demon Spawn 	デーモンスポーン 	데몬 스폰
Dragon 	ドラゴン 	드래곤
Bile Demon 	バイルデーモン 	바일 데몬
Warlock 	ウォーロック 	워록
Dark Mistress 	ダークミストレス 	미스트리스This is simply 'Mistress', not 'Dark Mistress'
Horned Reaper 	ホーンドリーパー 	혼드 리퍼
Tentacle 	テンタクル 	텐타클
Ghost 	ゴースト 	고스트
Orc 	オーク 	오크
Troll 	トロル 	트롤
Hellhound 	ヘルハウンド 	하운드This is simply 'Hound', not 'Hellhound'.
Skeleton 	スケルトン 	스켈레톤
Vampire 	バンパイア 	뱀파이어
== Creatures in Dungeon Keeper 2 ==
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===Spells===
===Basic Stats Comparison===
Dungeon Keeper 2 Editor
==Dungeon Keeper Online==
Dungeon Keeper Online had the following evil creatures:
*Bile Demon
*Horned Reaper
*Sorcerer
*Dark Mistress
*Salamander
*Dragon
*Goblin
*Engineer
*Imp
*Magic Eye
*Magic Colossus
*Dark Angel
*Black Knight
*Skeleton (Black)
*Dark Elf
*Rogue
*Vampire
==Dungeon Keeper Mobile==
===Overview===
Known as minions, they were the basic units used to conduct raids in Dungeon Keeper. There were nine types of units, which would fill a variety of niches that you may find necessary in various setups. 
===List of Minions===
===Raiding===
During raids, minions could be deployed at any mine that the Keeper had unlocked. By destroying buildings, a raider could open up new potential spawn zones for minions to deploy. Strategically using this feature could improve the success of the raid drastically. Minions built by a player were not present when another player was raiding your dungeon. However, some rooms had a single unit defending it at no additional cost.
The raiding population was based on the Hatchery level. To increase your raiding party size, you had to increase your Hatchery's level.
===Training===
Minions were enhanced at the Training Hall for lump sums of gold. Training improved their health and attack power, and could drastically improve their effectiveness in large groups. Upgrading levels of the buildings required to build the minions would allow for higher levels to be upgraded at the Training Hall. Enhancements would increase the cost of recruiting minions by a small amount of gold.
 
===Guild Use===
Minions were circulated by the Guild system.  Keepers could donate Minions to their Guilds, which in turn levelled up and provided perks for all Keepers in the Guild. Players could also retrieve minions from the Guild that had been donated for defence against an enemy raid. You had to wait five minutes after you donated minions before you could donate again, and you had to wait 15 minutes between each withdrawal, whether or not you took out all you could, though these delays were slightly shortened as the Guild's level improved.
== Notes ==
== References ==