recursal/Fanatic-Fandom huggingface dataset:
Temple

*"Excuse me, may we talk with you about our Lord and Savior, The Absolut Evil?"*

The Temple is the special needs building for Undead, at which non-pack creatures must pray from level 5 onwards. If built in a 5x5 space, it will spawn a portal to the realm of the alleged gods, who may give you things or creatures if you throw enough garbage at them. The jury's still out on whether their dispensations are rewards out of gratification or concessions so that you stop bothering them.

## Mechanics

To be studied and determined; the level of the sacrifice, if one of your creatures, makes no difference whatsoever. There MAY be a slight difference yield between the tiers of Heroes. The Temple is PROBABLY influenced by the Magic Room spell.

The Temple yields are almost totally random. On average, yields will be equal to or less than what you put in, but occasionally a "success" will be rolled which will give superior rewards. Even lower is the chance of a "critical success" that yields excellent and sometimes unique rewards.

Example of diminishing returns in repeatedly depositing gold:

Deposit/Return: 500/50, 50/25/10/5/1

Depositing most items or Creatures seem to yield similar results:

* Small toolboxes
* Small mana
* Small gold
* (Critical Success) Small magic toolboxes
* Little Snot
* Random Creature

Sacrificing heroes:

* (Critical Success) Convert input hero
* Upgrade book
* Small gold
* 1-10 Little Snots
* Mana
* Toolboxes
* Gobblers
* Random Creature

Sacrificing Titans

* Gold
* 1-3 Titans
* Upgrade book
* (Critical Success) 4-6 Upgrade books
* 1-3 Research Scrolls
Warrior

"Look at my huge sword, boy. With this I can effortless;y split Orc skulls with a single blow! What do you mean I'm just compensating for something?"

### Chance of landing critical hits (%)

5

Some just buy themselves some mediocre armor and a huge two-handed sword and think that makes them some great Hero ready for adventure. Such not overly intellectually gifted individuals are commonly known as "Warriors".

Some just buy themselves some mediocre armor and a huge two-handed sword and think that makes them some great Hero ready for adventure. Such not overly intellectually gifted individuals are commonly known as "Warriors". So Warriors tend to wear average armor and have a lot if Hit Points. Think to his enormous two-hand sword, he can deal a lot of damage with a single blow
Tinkerer's Cave

*"What would a Dungeon be without Traps? About half as much fun"*

In the Tinkerer's Cave, Goblin, Orcs, Gob-O-Bots and Ironhides work on the Tinkerer's Machinarium. To unlock, first unlock the Horde and Guard room. The cost of unlocking Tinkerer's cave is 100 evilness. The construction of Tinkerer's Cave unlocks the Traps folder in game. To unlock magic traps and doors, build Magic Machinarium. For that, you'll need Magic Toolboxes.

The room doesn't need free tile spaces for storing resources. Those are stored in the Tinkerer's and Magic Machinariums, just like by a magic! So it's recommended to build the room 5x3 or 5x6 for one or two Machinariums. It's ideal to build next to Workshop and Sinister Laboratory for supply of Toolboxes and Magic Toolboxes.

## Research

### Automatic Traps 2.0

Increases the damage done by all automatic traps

### Manual Traps 2.0

Increases the damage done by all manual traps
Novice

"Are you in pain, brave Warrior? All right, I'll help you right away, but I'd like to take a moment to take to you about our Lord and Savior!"

### Chance of landing critical hits (%)

5

Human priesthoods are usually concerned with demanding their flocks make "sacrifices" to the Gods-usually in the form of shiny, shiny coins-but they ostensibly devote themselves, of course, to the struggle against Evil. To assist others fighting the good fight, or searching for treasures, they send Novices out as a bolstering supporting force.

The Novice is a holy Warrior of the Light who knows how to handle herself in combat, but whose real strength is her ability to heal group members every few seconds.
Little Snot

“Work,work!”

The tireless workers of the Dungeon, utterly defenceless and completely diligent. These small, one-toothed creatures do all the work in the dungeon no one else wants to. They mine all the gold, brew all the beer, make all the toolboxes, and build all the rooms and the equipment needed for them to function properly, etc. Little Snots are very fragile and can die if a hero attacks them, but they will resurrect after a short while, free of charge. Little Snots are one of the only creatures in the game that do not have needs that need to be satisfied (The others being Zombies, Skeletal Archers, and Thalya). By default, you start the game with five little snots, but can increase that number to 15 by getting all 10 levels of the More Little Snots research. You can go beyond 15 by getting them randomly through the Temple’s Sacrificial Pit. Luckily for you, Little Snots do not contribute to the overall population count. They, like all other Creatures, can be renamed through the Army menu (tablet and chisel icon to the right under their healthbar), but the Army menu needs to be set to detailed view and showing Workers in order to access this. You can also the slap them in order to speed them up if you feel they are working too slow.

The Little Snots have two upgrades under the More Little Snots research that help improve their efficiency. The first is “Too Pitiful”, which stops enemy heroes from attacking them, essentially stopping them from dying since that is basically the only way they normally die. The second is the “Teleportmat 3000”, which lets the Little Snots teleport around the dungeon at almost any time, letting them fulfill their duties much more quickly. The only time they cannot teleport is whenever they are carrying something such as Gold, Toolboxes, etc.
Brewery

*"Beer is all that keeps the Horde from trying to kill one another!"*

The Brewery is a Horde Room whose function it is to produce and store Barrrels of Beer for Horde Creatures and Converted Heroes. Horde creatures can't level past Level 3 without Brewery.

Barrels of Beer are stored 1 per free tile of room. This can be further upgraded by researching the Rack Storage to increase it by +2/4/8. To operate, the room needs to have build Brewing Kettle or Automatic Brewing Kettle. Both of these building are 3x3 in size.

Note that if you run out of beer, the beer gulping cratures will go on strike and could leave.

## Production

Beer production can be done by Little Snots, Orcs, Nagas and Ironhides. It can be fully automated by building the Automatic Brewing Kettle.

Note that after after every barrle of beer is produced, the worker is needed to put it on the pile. That can break the cycle of work, because the Horde creatures could go fullfil their needs or work elsewhere. In case of Automatic Brewing Kettle, the storing is automatic, so no workers are needed.

Beer Production
 Orc
 Naga
 Ironhide
 Automatic Brewing Cettle

## Beer Consumtion

Here's a consumtion list for every beer gurgling creature. All of the creatures consume X Beer per 6 minutes. Note that all of the Converted Heroes consume the same amount of beer.

 Gob-O-Bot
 Orc
Heroes
 Ironhide

## Research

There are two types of research available for Brewery. These are unlocked to research after building Lecture Hall

### Rack storage

Increase the storage capacity of Beer Barrels per free tile.

### Healing Beer

With this reasearche, every time a creature drinks a beer, it will heal

 1

## Tips

Barrels of beer are stored on **free tiles**. So make sure to keep some free tiles in Brewery.

Brewing kettles take 3x3 in place, so construct your Brewery 6x4 to have some extra storage and place for two kettles.

You can build in the room opening doors and lock them by right click. Then throw a Little Snot or Horde Creature in the room to produce and stock up on beer. It will make the Horde creature unhappy if left there for long, so use carefully.

Build the room close to Hideout as only Horde creatures and Converted Heroes drink beer.
Dark Ranger

*Legolas? Yes, I know him. I trained him, and I will tear out his heart when we meet again.*

The Dark Ranger is of the highest damage dealers that can be employed in the great Evil's army. Their long range lets them keep well away from the fight and do 80 damage per shot which can hit a maximum of 350. As an added benefit, every shot they fire will slow their target, by hitting the knee, by 60% for 2 seconds and that time increases by 1 second every level. With a firing rate of one shot every two seconds, they will make sure those wizards and healers go down quickly.

Their main drawbacks however is you have to corrupt a Ranger in the torture chamber if you wish to have one. They are also a glass cannon because they have virtually no armor so keep an eye on them unless you have a crypt.
Ruta 10

## En el mapa

La **ruta 10** es una ruta terrestre que conecta Pueblo Amapola con Tulipania, capital de la región de Lanayru.

Se trata de la ruta más corta de todo el Imperio, siendo perfectamente visible cada municipio desde el otro.

## Descripción de la ruta

La ruta 10 tiene un recorrido muy corto, aderezado con flores por todas partes y con exuberante vegetación fruto del transcurso transversal del Río Tulipán a su través.

El río, la vegetación y su corta longitud hace de esta ruta una elección constante para los vecinos de Pueblo Amapola y Tulipania a la hora de dar paseos matutinos.

A mitad de ruta, cerca de las puertas de Tulipania, se halla un puente que permite el paso sobre el Río Tulipán.
Arena

*“Roar! GROAR! Die!” “If that’s the way he is in training, I don’t want to see him in a real fight!”*

The Arena is a Horde Room where your creatures train to gain XP and level up without the risk of them dying in combat. The creatures use Fighting Pits in order to do so, which are built automatically after the room has an area of 3x3 tiles available. Each Fighting Pit can only train one creature at a time however.

Training for Horde Creatures is free and they even have a need to train. Any non-horde creature will need to be put in there manually with the hand of terror and it will cost you to do so every completed training cycle. Every creature in the game can train here except for Little Snots, Thalya, Zombies, and Skeletal Archers.

Base training XP Gain

## Research

### More Demanding Training

Lowers the training time of creatures and increases the XP gain from training.
Vampire

"About three things I was absolutely positive:First, Edward was a vampire. Second, there was a part of him that thirsted for my blood. And third, that was without a doubt the worst love story that I've ever read in my entire Life!"

## Description

Oh, honestly, do I really have to explain about Vampires after what feels like 3 billion Vampire romance love stories in books, series, films and whatever the hell else there is?

Even if Vampires are currently "somewhat" over-represented in pop culture, those old bloodsuckers are indispensable to any self-respecting, stereotypical Undead faction. Rumours of them turning to dust in daylight have proven false (and no, they do not glitter, either!!!), as have the rumours about garlic.

The Whole thing with the mirrors, however, is true, which drives them absolutely mad and should correspondingly not be mentioned - which also applies to teeny Vampire romance novels.

Vampires are Melee fighters. They heal themselves a set amount with each of their attacks, which makes them pretty damn unbreakable!
Titan Unit

A Titan Unit is the culmination of a Creature branch research tree, each costing 1000 Evilness to research and 1000 Gold to recruit. There are 3 Titan Units total:

* Ogre
* Pit Fiend
* Grave Golem

The Ogre has a special stun ability and has no real weaknesses.

The Pit Fiend has the greatest attack and can burn enemies around it to a crisp, but is also the most vulnerable to attack.

The Grave Golem has the greatest armour of any unit and can dig itself in, but lacks the offensive power of the other two Titan Units.
Arcanium

*"Mana Mana" "Badi bi di bi" - Drunken Little Snot Bard*

The Arcanium is a Demon room where the Mana is created and stored. The Arcanium produces Mana when the Mana Shrine, or the Large Mana Shrine are worked by the Demons. Only Imps, Succubi and Arachnids. The Pit Fiend can't work in the room.

The cost of unlocking the Arcanium is 100 Evilness.

## Production

The Arcanium has two available constructions. The Mana Shrine, that can be worked by 2 workers at a time. And the Large Mana Shrine, that can be worked by 4 workers at once. Note that Little Snots can't work the shrines.

Every Demon has different production.

Mana Production
 Arachnid
 Succubus

The storage capacity for Mana is by default 25 mana per free tile. This can be further upgraded by Research

## Research

### Improved Mana Capacity

Improves the storage capacity of Mana per free tile in the Arcanium.

## Tips

* It's advisable to build close to the Chamber of Relaxation, as it needs Mana to function.
* The Mana Shrines are 3x3 in size, so fill with Arcranium suitable space between rooms. Then stretch it out in any shape, because you'll need plenty of mana for the Evil
Región de Gerudo

## Bandera

La **región de Gerudo**, más comúnmente llamada **Reino de los Desiertos** debido al antiguo sistema de reinos, es una de las nueve regiones que conforman el Imperio de Pangea.

Su color representativo es el **naranja** y su elemento relacionado, el **fuego.**

Se trata de una región central, y también de la región con el clima más árido de todo el Imperio, recibiendo su nombre de los numerosos desiertos que lo conforman y que ocupan la mayor parte de su territorio, como el Desierto de Shurima y el Desierto Partido.

Geográficamente es una de las tres regiones que tienen territorios tanto en el Gran Continente como en el Pequeño Continente, y aquella en la que se encuentra la separación física entre ambas: el Cuello del Desierto.

Respecto a sus dominios, engloba también casi la totalidad del Mar del Verano, conteniendo, a su vez, tres grandes islas: Isla Mandarina, Isla de Nueve Colas y la Isla Kihumea.

Debido a su centralidad, y siendo la segunda región con más regiones circundantes por detrás de Farone, su economía se basa principalmente en el comercio de mercancías.

## Regiones limítrofes

La región de Gerudo limita con las regiones de Necluda al sur, Farone al suroeste, Eldin al oeste, Akkala al norte y Ordon al este.
Grave Golem

"Who woke me from the sleep of death?"

## Description

The Grave Golem isn't called that because it likes to dig, but because it is a Tombstone come to life. This Undead party-pooper is hard to beat (I mean, it IS made out of Tombstones and such).

Its special Kill allows it to bury itself and become a living Grave, attracting enemies in the area and at the same time increasing its armor massively!

TIP:The Grave Golem's Skill is particularly efficient when it is accompanied by creatures that deal a lot of damage. When you have it along, you can pretty much do without Ironhides!

The Grave Golem is the Undead Titan Unit. It requires a very large space in the Graveyard to house. It is best used as a tank, distracting enemies so that others may attack unharmed.
Gobbler

Gobblers are turkey like creatures that are created in Gobbler Farms. They provide food for Horde Creatures, Demons and Converted Heroes. If there are not enough Gobblers to feed your forces, some of your Creatures may go on strike.

Gobblers spawn 1 per inner space of the room. This can be further upgraded by researching Factory Farming Gobblers.
Región de Eldin

El **región de Eldin**, más comúnmente llamada **Reino de las Montañas** debido al antiguo sistema de reinos, es una de las nueve regiones que conforman el Imperio de Pangea.

Su color representativo es el **rojo** y su elemento relacionado, la **roca.**

Se trata de una región norteña, con un paisaje abrupto y accidentado y recibe su nombre de las numerosas cadenas montañosas que corren por su territorio, siendo destacables la Cordillera del Cielo, la segunda de mayor longitud del Imperio, y la Cordillera del Infierno.

Las rutas que atraviesan la región por su parte más central destacan por lo escarpado y desafiante de su recorrido, debido a la accidentada orografía de la región.

Además, se trata de la región con menos área océanica bajo su dominio: el 97% de su superficie corresponde al Gran Continente, siendo el 3% restante perteneciente a aguas del Océano del Alba, cuerpo de agua al que tiene acceso de una forma simbólica pero que le concede la posibilidad de la navegación a la región.

## Regiones limítrofes

La región de Eldin limita con las regiones de Farone al sur, Lanayru al este, Gerudo al oeste y con Akkala al noroeste.
Succubus

"Hello sweetie, are you lost? Would you like me to show you the Torture Chamber"

## Description

Ooh la la! Succubi are frivolously dressed Demons known for their seduction skills who, with but a lascivious wink, can lead a Hero to sell his soul to the devil. Or to the Absolute Evil. They accordingly have the Beguile Skill, which they can use to bring an enemy to fight for them. If, contrary to expectations, this is not the case, they will fall back on Magic Missiles which they then use to singe the enemy's ears.

Succubuses or succubises or Succu-something-as-long-as-it's-plural work in the Torture Chamber to convince Heroes of the advantages of the Dark Side and to convert them!

The Succubus is a Demon utility creature, most useful for its beguile ability and as a worker. Stat-wise she is generally weaker than the Arachnid and would not be useful in a battle if not for Beguile.

Beguile causes an enemy hero to cease attacking creatures, and instead turn around and attack its own party. When there is nothing to attack it stands around like an idiot.

The Succubus is the only creature which is capable of working in the Torture Chamber. She can also work a Mana Shrine generating mana, though is marginally less effective in this role than Imps and Arachnids.

### Strategy

The Succubus is unusual in that she is generally as effective as the enemy heroes are strong: Beguiling a lvl1 hero is almost completely pointless as the Succubus also removes herself from the fight, but when a lvl1 Succubus beguiles a Master Swordsman it is both effective and hilarious. This makes the Succubus ineffective on low difficulty levels, being far less effective in a fight than an Arachnid would be, but she becomes exceptionally valuable on high difficulties when powerful heroes attack early on. Beguiling those heroes is particularly valuable by reducing the damage your own creatures take.

A curious fact about the Succubus is that altough she starts off a lot weaker than an Arachnid, once both are high level the Succubus is actually slightly stronger in a fight, this is because both creatures gain +10 damage/level, but the Succubus attacks significantly faster causing her to gain more dps per level. This is another reason the Succubus is a good choice on higher difficulties, the extreme amount of experience available from slaying heroes makes the high-level stats important.
Lich

"What Killed the dinosaurs? The ICE AGE, ha ha ha!"

## Description

Powerful Mages aren't all that keen on the whole dying thing therefore often make a deal with Death. As they merrily hide their entrails throughout the landscape or other objects (\*cough\*Volde... whoops, that name is copyrighted) they become potent Undead creatures filled with powerful magic in the process.

On the whole, though, they're pretty much out of luck as far as beauty pageants are concerned, But hey, they don't need Botox anymore, either!

Liches use an Ice area of effect Spell when they attack which freezes all the enemies in the area. Cool!

TIP:Liches can't take much damage, but can effectively take out large groups of enemies. Try to keep them in the background if possible, and maybe only send them into combat once your Melee fighters are already involved in a Skirmish!
Research

Research is the backbone towards progressing in the game and as you want to become more powerful you will need to unlock different Creatures, Rooms, and Traps to ensure your survival in the Dungeon and conquering of the Overworld. These different pieces of Research won't come cheap though, as they will cost you precious Gold, found in the dungeon, and Evilness in the Overworld to allow you to progress. Different missions will provide you with certain kinds of research already unlocked and a small amount of Gold and Evilness already stockpiled to give your brand new dungeon a kickstart towards conquering the horrendous do-gooders.

* Dungeonheart

## Neutral Research

* Treasury
	+ Workshop
	+ More Little Snots (Variable dependant on level of research)
* Gobbler Farm (500 Gold)
	+ More Creatures (Variable dependant on level of research)
* Improve Thalya (Variable dependant on level of research)

## Horde Research

* Horde (500 Gold)
	+ Naga (100 Evilness)
	+ Improved Horde (Variable dependant on level of research and unlimited)
	+ Guard Room (100 Evilness)
		- Brewery (150 Evilness)
			* Ironhide (350 Evilness)
				+ Arena (500 Evilness)
					- Ogre (1,000 Evilness)
		- Tinkerer's Cave (100 Evilness)
			* Gob-O-bot (250 Evilness)
			* Simple Traps (50 Evilness)
				+ Medium Traps (150 Evilness)
					- Complex Traps (250 Evilness)

## Undead Research

* Graveyard (1,000 Gold)
	+ Improved Undead (Variable dependant on level of research and unlimited)
	+ Prison (200 Evilness)
		- Lich (200 Evilness)
	+ Crypt (100 Evilness)
		- Laboratory (150 Evilness)
		- Vampire (250 Evilness)
			* Grave Golem (1,000 Evilness)
			* Temple (450 Evilness)

## Demon Research

* Vortex (750 Gold)
	+ Improved Demons (Variable dependant on level of research and unlimited)
	+ Arachnid (150 Evilness)
	+ Arcanium (100 Evilness)
		- Chamber of Relaxation (200 Evilness)
		- Simple Spells (50 Evilness)
			* Normal Spells (150 Evilness)
				+ Complex Spells (250 Evilness)
		- Lecture Hall (150 Evilness)
			* Succubus (250 Evilness)
				+ Torture Chamber (350 Evilness)
					- Pit Fiend (1,000 Evilness)
Evilness

Evilness is a secondary resource, used exclusively to research upgrades. Contact with the Overworld is imperative to secure Evilness, because what great overlord became great by hiding behind impenetrable walls in isolationist fashion? The lowliest Good peasant knows better than that!

Sources of Evilness include:

* Conquering Good Locations (producing an initial burst of about 150-200 Evilness and slowly generating more over time)
* Letting Heroes die in Prison
* Utilising the Torture Chamber (Evilness is generated regardless of success)
Sinister Laboratory

*"Following the proven and popular Toolboxes found in Dungeon 2. We put our best minds to improving this system. We're therefore forud to introduce you to a new concept in Dungeons 3: Magic Toolboxes!"*

Sinister Laboratory is Undead room, used for storing and producing he Magic Toolboxes. Toolboxes are stored 1 per free tile of the room, but that can be further upgraded by Research.

Mystificator is rooms building, that can be worked by Banshees, Liches and Vampires to produce Magic Toolboxes. The placing of Mistificator is manual and takes 3x3.

## Production

Every working creature has different production. All of the measures are in X Toolboxes per 6 minutes.

 Lich
 Vampire

## Research

### Magic Toolbox Stack

Increases the storage capacity of Magic Toolboxes per free tile
Ayuntamiento de Colosalia

El **Ayuntamiento de Colosalia** es el órgano que rige los poderes ejecutivo y legislativo en el municipio de Colosalia. Se encuentra situado en la Plaza Mayor del casco antiguo de la ciudad, siendo uno de los edificios más emblemáticos de la ciudad y de todo el Imperio, así como uno de los más antiguos.
Guard

"You call that an attack? Ha, I thought you were just caressing me with your ax!"

### Chance of landing critical hits (%)

5

Who hasn't heard of dwarves? Those full-bearded, Beer quaffing, Underground digging, grumpy, half-grown characters that are only too glad to fight an evil creature at the drop of a hat.

Guards are dwarves stuffed into plate armor who have been given a bitty little hammer and an oversized shield. His blows aren't much to write home about. But his armor is so strong that the Guard barely even notices incoming blows. The giant shield also occasionally completely blocks blows from their immediate opponent.
Rogue

"Beautiful evening, isn... Argh!" "What did you sa... Arghl"

The Rumors of rich treasures hidden in a well-guarded Dungeon always lures Heroes with shady pasts. Like the Rouge who gave up the life of a cutpurse to follow the lure of a fast buck. Strangely enough, the oh-so-good Heroes don't seem to have any problems incorporating people of such doubtful character into their ranks.

The Rogue is graceful and, thanks to her light armor, very agile. That means that they have weak armor and liitle Life Energy. This defensive disadvantage is compensated for by her duel Scimitars, which she uses to quickly attack and damage her targets. This especially effective against unarmored targets!
Drum

*"Look, a strange Drum,, I wonder..." \*Badumm\*\*Tss\* "Foolish Hero! Next time just throw yourself in there, then we'd finally be rid of you and your tomfoolery! And now run!"*

The Drum is 2x2 structure constructed manually in the Guard Room. You can hit it with the Hand of Terror to increase the damage of your creatures nearby. It will also call or dungeon creatures to come near the drum and fight.

It can be further upgraded by bilding the Magic Drum.
Vortex

*"The Vortex is a retreat for Demons and a place that neither Buffy nor the Winchester Brothers can ever be allowed to find! Thank the gods they have better things to do, such as saving the world and so on..."*

The Vortex is a Demon room functioning as housing for the Demons. Demons doesn't need to sleep, but they need the Vortex to respawn after death. When demon creature dies, it teleports to Vortex and heal. It is at a cost of course, the cost of mana. The costs differ from demon to demon.

Most of demon creatures need 2x2 for building their shrine, only Pit Fiend needs 4x4. You can allways destroy just the shrine to let the game reassemble the room to fit all inside.

It's advisable to build close to Arcranium and Chamber of Relaxation. For the demons have need for relaxation when level 3 or higher, and they are the only ones to work the Arcanium to produce mana.

## Research

### Cheaper revival

Reduces the revival cost of Demons

### Imps With Aiming Juice

Increases the range of Imps

*"Farther is better!"*
Naga

"We can fix thisssss... Where doessssss this foot go again?"

The Naga is a weak ranged fighter with medium range. It heals allied Horde units, Thalya, and converted Heroes using its healing skill.

## Strategy

Though the Naga has the ability to heal other Horde creatures, it does not automatically provide healing to itself. However, in the overworld one may manually command the Naga to heal itself. Unfortunately, as one cannot issue direct creature orders in the Dungeon, it can only heal via their bed, drinking healing beer, or another Naga. To combat this, a minimum of 2 Naga should be acquired to ensure that the Naga can heal each other along with their fellow Horde creatures.

Nagas also have their own separate research unlocked by the Lecture Hall that doubles their healing and range individually. This is extremely helpful in speeding up the healing of the larger health pools in the end game. The longer range of their healing beams also helps to keep them out of the brawls.

## Professions

Professions are tasks that only certain creatures can perform. While the Little Snots take care of mining and delivery, other parts of your army can spend their time crafting resources in special rooms.

### Brewery

The Naga can craft 10 Barrels of Beer per minute of continuous work.

## Needs

The needs of a creature are paramount to a prosperous Dungeon. Though the Absolute Evil would love to be able to run a slave sweatshop, that seems to not be possible as your creatures have somehow learned their *rights* and will go on strike if their needs are not met in a timely manner. When first hired, a creature's needs will start off small, but as they level up their needs will increase in price and higher levels will require specific rooms to accompany their ever incessant requirements.

### Wages

The Naga demands an initial 70 Gold per payday. This amount increases by 7.8 Gold per each additional level.

### Sleep

The Naga wants to rest on its bunk for 40 seconds every 8 minutes.

### Barrels of Beer

The Naga requires 2 Barrels of Beer every 6 minutes to quench its thirst.

### Gobblers

The Naga requires 2 - 3 Gobblers every 6 minutes to satisfy its Hunger.

### Leveling

All Horde creatures require the Brewery to advance past Level 3 and the Arena to advance past Level 6.
Warden

""Logolas" Yes, I know him. I'm the one who trained him!""

The Warden knows her way around the forest, can move quietly there and name a wide variety of herbs. Unfortunately none of that is particularly on a visit to a Dungeon, which dosen't help their survival rate much.

In return, however, she is an expert with the bow and can put an arrow through a creature's eye at an extremely long range. That sounds a little more helpful!

The Warden is only lightly armored and has few Hit Points. In return, her bow gives her extreme range and lets her slow her targets.
Hideout

*"The Hideout lies deep in the Underground. It is there that those Orcs and Goblins brood over wild battle plans, tell stories of battle past or mutually try to beat each other's heads in. And, often enough, a mixture of all of the aorementioned!"*

The Hideout is a Horde Room functioning as the abode for Horde Creatures. Unlike Demons, who only need to return to the Vortex to resurrect, or non-pack Undead, who only need to return to the Graveyard to heal or resurrect, the Horde must sleep every once in a while, even if they are alive and unharmed. This means that whereas Demons and Undead will only be unable to heal or resurrect without proper housing, Horde creatures will become actively enraged if their need for bunks are not met.

Horde creatures will rest when they are injured in order to recover health, even if they do not need sleep. The Regenerate Wellness Beds researche doubles the rate of healing, casting "Magic Room" also doubles the rate of healing, and both combined quadruple the rate of healing.

Hideout healing is at a flat rate which means that creatures with small hitpools like Goblins heal to full very quickly, while creatures with large hitpools like the Ogre take an extremely long time to heal. This is unlike Demon and Undead regeneration which is percentage based.

The healing of Horde creatures is affected by the effectivity of the room. So try to get doors to speed up the healing process.

All Horde creatures require a 2x2 space for bedding, except for the Ogre, who requires 4x4.

## Research

### Softer Beds

Improves the satisfaction of Horde creatures needs for sleep

### Regenerative Wellness Beds

Increases the regeneration of Horde creatures while sleeping in Hideout
Heroes

Heroes serve Good, which is diametrically opposed to Evil (you'd think that would go without saying these days...). However, the Heroes in Dungeons 3 are an odd lot, with many being less than heroic. However, there are exceptions; some Heroes are very heroic -and therefore very few. And now you know why you have a population limit when you play as Heroes, be it in skirmish or in the Lord of The Kings campaign.

Though Good workers presumably exist, they are not represented in-game by any units, but instead by a constant trickle of Gold proportional to your controlled locations.

## Leaders

Lacking the magic of the Dungeonheart, barring divine intervention Heroic leaders cannot revive when killed.

* King Arcturus
* Tanos the Paladin
* Grimli Hammerhand
* Yaina Overproud
* Admiral Overproud
* Elric The Pretty

## Humans

WarriorVeteranSwordmasterApprenticeMageArch-MageNovicePriestessHigh Priestess
## Dwarves

GunnerBombardierMaster GunnerGuardStone GuardThrone Guard
## Elves

RogueThiefAssassinWardenRangerMaster Ranger
Ranger

""Logolas" Yes, I know him. I'm the one who trained him!""

Life in a dangerous environments has hardened the Ranger and made her strong. She has mastered the handling of the bow and can easily hit moving targets seen just out of the corner of her eye. And so things get correpondingly unconfortable when someone like that enters the Dungeon.

The Ranger is only lightly armored. In return, her bow gives her extreme range and lets her slow her targets.

The Ranger is the upgrade for the Warden. She is much stronger in combat and can easily fight several inexperienced creatures at once.
Banshee

"What's that screaming at this time of day?" - Ignorant Bumpkin

## Description

These Undead screamers are former members of a death metal band. Their Stanic music has doomed them to haunt the world, where they love nothing more than to scream at the living. Cool!

Banshees can't take much but, like all Undead, they always revive, so their death is only temporary anyway!

TIP:A Banshee's Scream affects to a conical area in front of it and slows all affected enemies. This can be a massive advantage, Especially in the Dungeon's narrow corridors where it will inevitably hit several enemies at the same time!
Guard Room

*"Red alert, red alert! Heroes in dungeon!" "Inform Seagull! Or Westwood!"*

The Guard Room is a Horde Room functioning exactly as the title implies. Creatures can be stationed in it and they will stay put, watching out for intruders. Sometimes this serves little purpose outside of preventing the fools from wandering off, but guard duty makes their needs go up more slowly, especially if the appropriate research is obtained. The other great benefit of the Guard Room is the Drum that can be built in it. If struck with the Hand of Terror, it bolsters the combat abilities of every monster nearby *and* summons all monsters in the area to fight. The magic version of the Drum, the Magic Drum, is even automatic. How fun is that!

It is generally not worth putting Zombies on guard duty, as they never leave the Graveyard by themselves anyway and it is best to use the Graveyard itself as an alternate Guard Room. If your Prison is a little out of the way, though, Skeleton Archers are perfect for guard duty as they have no needs at all and thus will never leave their posts.

## Research

### Exciting Guard Duty

Reduces the increase in needs of creatures on duty
Mage

"Magic, Do your thing!"

Apprentices who master life at the Mage Academy - and survive the intrigues there - finally become full-fledged Mages after years of training.

Mages are still pretty reedy - at the Mage Academy, fitness and physical exercise plays a VERY subordinate role - and therefore quickly fall prey to an enemy's blows. However, they have improved their Chain Lighting to now not only do more damage, but to also chain more often.

This makes them even more dangerous to groups. The Mage is the upgrade for the Apprentice. He is much stronger in combat and can deal much more damage.
Thief

"Beautiful evening, isn... Argh!" "What did you sa... Arghl"

Rogues (not Roguettes which, while more accurate, would sound really stupid) usually face the problem of an extremely short life expectancy. But hey, that can be said of any adventurer's life in general, too! Just the same, there are Heroes who actually do manage to avoid knocking on death's door and gain some experience. And so a weedy Little Rogue can advance to become a somewhat less weedy Thief.

The Thief is graceful and, thanks to her light armor, very agile. This means that they have weak armor and little Life Energy. This defensive disadvantage is compensated for by her duel Scimitars, which she uses to quickly attack and damage her targets. Thus is especially effective against unarmored targets!

The Thief is the upgrade for the Rogue. She is much stonger in combat and makes a mean shish kebab out of level 1 enemies!
Items

Items are single-use tools that can help your creatures in their fight or provide long lasting statistical bonuses. They can be found in the Overworld in hidden parts of the map and are also sometimes dropped by Heroes who are slain either inside or outside of your Dungeon.

## Potions

### Sprint Potion (Blue Potion)

This potion briefly increases the movement speed of your creatures when they pick it up in the Overworld or dropped on them while they are inside the Dungeon.

### Healing Potion (Red Potion)

This potiont heals multiple creatures to full HP in an area of effect around them when it is picked up in the Overworld or dropped onto them when they are inside of the Dungeon.

## Books

Books come with many different types of stats that can be added to your creatures. They can only be applied to a single creature and only one book may be applied to a creature at a time. There are four rarities of books which are normal, improved, epic, and legendary. The higher the rarity, the better the effect of the book will be. If you want to remove a book from a creature you need to add a second book onto the same creature which will force the first book stats out of the creature and back into book form.
Prison

*"Damn, who put Captain Frost in prison?"*

The Prison is an Undead Room serving as the location where your Little Snots "store" Heroes. Yes, from the construction of a Prison onwards, defeated Heroes will fall unconscious for some mysterious reason instead of dying outright. Only interior tiles function as cells, requiring a bare minimum of a 3x3 space for the most impractical Prison ever. A good size for a prison is 4 interior tiles wide (for a total of 6) and a respectable amount long. Chances are you won't even have to buy upgrades with this setup.

Imprisoned Heroes steadily lose health over time until they die, generating a bit of Evilness (the only source of Evilness apart from the Torture Chamber and the Overworld) and turning into Skeleton Archers if a pack is available. This makes obtaining the Prison crucial if one wants to build up defence without attacking the Overworld.

If for whatever reason the Capricious Evil doesn't *want* to let Heroes die in prison, it can toss gobblers into the cells for them to eat. This will delay their inevitable demise considerably.

Imprisoned Heroes can also be knocked about by the Hand of Terror thus accelerating their demise and eventual conversion to skeletons, but beware: dealing the killing blow with the hand of evil will not generate evilness and not create a skeleton, thus when slapping imprisoned heroes they should be left with a sliver of life so they die naturally. If you actually want to kill the hero (to make a Zombie or free up space for higher level heroes) then it's quicker to first remove the hero from prison, it will then die with a single slap.

Heroes can be moved from the Prison to the Torture Chamber or tossed at the alleged gods via the Temple.

## Research

### More Skeletons!

Increase the total nuber of Skeleton Archers packs.

### Inhuman Conditions

Increase the number of Heroes to fit per inner tile.

*"You don't have to stick to any human rights conventions!"*
Zombies

“Braaaain!”

## Description

Braaaaaains! Do we really have to say anything about these creatures, so well-known and extensively discussed in pop culture? Okay, fine, Zombies are a kind of slow shuffling Undead known for their lack of intelligence. They are rather robust and generally appear in packs. Zombies can't be hired, but are the product of dead Heroes who were dragged off to the Graveyard to rot.

Zombies are pack creatures. That means they generally always travel in packs, Also, pack creatures don't cost you any Population Points. Instead, their maximum limit is determind by your Research.

Zombies are Undead pack creatures. These piles of rotting flesh are made by killing heroes and then placing them in the graveyard. They are very likely the first Undead creatures you will get besides the Banshee, serving well as cheap cannon fodder to grind down on hero’s while other monsters finish them off. They die very easily and can only heal in the Graveyard, but they never leave their abode, making the Graveyard itself like a free Guard Room. They, like all pack creatures, cannot be renamed. They may not be the best units when it comes to health and damage, but they make up for it through numbers and the the fact they don’t have needs that need to be fufilled like hunger and wages, making them good cannon fodder. By default, you can only have one pack consisting of four zombies, but this can be increased to two by researching the “Zombiiiiiies!” scroll under the Graveyard tab in the research menu. You can also go beyond two by getting them randomly through the Sacrificial Pit. Also, they do not cost any population points to create.
Torture Chamber

The Torture Chamber is a room where captured Heroes can be tortured by Succubi/Succubusses (whatever your choice of pluralization, or you could employ just one Succubus).

When a hero loses their last hitpoints to torture a chunk of evilness is generated, significantly more than if a hero dies in Prison. There is a chance that the hero, instead of dying, will be converted to an evil hero. Evil heroes are similiar to their heroic counterparts but with significantly weaker stats, additionally: the higher the tier of hero, the higher the level they are when converted (ex.: a swordmaster will become a level 9 chaos warrior, a veteran will be level 5, and a warrior will be level 1). They are similiar in most ways to Horde creatures, except they do not need to sleep, have their own population cap and do not work (tragically Dwarves can not brew beer).

You can use the Hand of Terror to deliver unconscious heroes from the ground or prison to the Torture Chamber, you can also accelerate torture by slapping heroes while they are chained up, but beware: dealing the killing blow with the Hand of Terror will deny you the evilness and chance of conversion, a Succubus should be allowed to finish the job.

Heroes can be "stored" in a Prison to await their turn in the torture chamber, nevertheless a Prison is not strictly required for operating a Torture Chamber, if you have either a Prison or a Torture Chamber heroes will be knocked unconscious instead of killed, and can be delivered directly to the Torture Chamber by a Little Snot or the Hand of Terror.

Upgrades:

Increased torture speed

Increased conversion chance

Increased hero population cap
Stone Guard

"You call that an attack? Ha, I thought you were just caressing me with your ax!"

### Chance of landing critical hits (%)

5

Dwarfs in themselves are already a fairly durable bunch, especially when they are wrapped in massive plate armor. The best of these defensive Guards are appointed Stone Guards and equipped with magically enhanced armor and shields.

As before, a Stone Guard still only deals a little bit of damage, but he can take more damage himself. In particular, his armor is so strong that he only perceives the fewest of blows at all, if he dosen't block them completely with his shield.

The Stone Guard is the upgrade for the Guard. He is much stronger in combat and can take much more damage.
Acolyte

“Does that hurt? Ha ha ha, excellent!”

The Acolyte is a priest who, through torture, has disavowed her gods and swears loyalty instead to the Absolute Evil. You can gain the Acolyte in one of two ways, the first being through tortured administered by the succubus, and the second method is via random chance at the sacrificial pit.The Acolyte is the only other creature besides the Naga in the whole game who can heal other creatures, making her a valuable asset to your army. In fact you can combine her healing with the Naga’s in order to increase healing speed. However, unlike the Naga’s constant stream, the Acolyte uses a magical sphere to heal her allies every few seconds. Compared to other corrupted heroes, she has base health that is equal to or greater than most of the others, only being outclassed by the Chaos Warrior and Dark Guardian which means that she can take some punishment. However, she deals the second lowest amount of damage out of the corrupted heroes, only beaten by the Dark Guardian, but her healing abilities more than make up for that.
Arachnid

"Stop that shit, I have arachnophobia!" -"Really? Did you know that spiders look for shelter in your mouth while you sleep because it's warm?" "AAAARGH"

## Description

Arachnids come from the 66th plane of the Abyss, where they pray to their Spider Queen, whose name we shall not name as we will otherwise be sued.

As their name already implies, these Demons display clear riest to spiders and are considered to be a mixturee of Spider and Human, whose exact origin we do not want to go into at this point.

Arachids scuttle around on four huge spider Legs and spit the most vile mixture at their enemies. Their puffy bodies can take a lot of damage before they burst and fall over dead.

The Arachnid is a beefy shock-trooper creature which resembles a spider. Generally it has the second best stats at lvl1, after Orcs. But it also has some range, and at as a Demon it automatically regenerates health and does not need to sleep.

The Arachnid can work at the Mana Shrine generating mana, and is the most effective creature in this role.

### Strategy

The Arachnid is arguably the strongest basic creature at lvl1, even though the Orc has better durability and higher damage output, the Arachnid has a whole host of bonuses: higher damage per attack making it more effective against armored heroes, rapid regeneration between battles, range, no need to sleep and the ability to generate mana.

If you play with normal starting resources you can use your initial 150 evilness to unlock Arachnids and use them as the core of your army. Most maps can be beaten with nothing but Arachnids, and beaten *quickly*, any kind of achievement which requires beating a map quickly is probably most easily achieved with Mass Arachnids.

On higher difficulty levels Arachnids remain a very effective creature, even though they lack the disgusting damage output of Gob-O-Bots or Liches, they compensate for this by being able to work in Mana Shrines, building up a vast stockpile of mana for absolutely shameless abuse of spells. As such Mass Arachnid can beat even the hardest possible game settings. Nevertheless, it is valuable to mix in some Succubi to beguile hard to kill heroes and the Pit Fiend to add area of effect damage and tank stronger heroes.

Arachnids combine very well with Liches, with the Arachnids killing armored heroes and the Liches debuffing the heroes and killing squishy heroes through splash damage.
High Priestess

"Are you in pain, brave Warrior? All right, I'll help you right away, but I'd like to take a moment to take to you about our Lord and Savior!"

### Chance of landing critical hits (%)

5

When times are hardest and the situation more dire, then... yeah, no idea, really. But sometimes it just so happens that a Temple's High Priestess appears on the battlefield herself. Probably when she gets tired of counting all the donations and offerings. Nevertheless, they should not be underestimated, as their immense Healing powers can decide entire battles!

The High Priestess can cast a healing Spell on an ally and get amount of damage!

The High Priestess is the upgrade for the Priestess. She is much stronger in combat and can heal much more damage.
Treasury

*"It's payday!"*

The Treasury is a neutral Room whose only purpose is to store Gold. One tile stores 100 gold. It is generally worth constructing only around rich gold deposits, diamond veins, or a convenient location (excepting one in the direct path of the plundering Heroes and Dragons, of course). It is not affected by room efficiency.

## Research

### More gold

Increases the storage capacity per tile on the treasury