Welcome to my creatures’ page. Below I’ve summarized how I feel is the best way to use each of the creatures in DK2. These are only my opinions though, and you may not agree. If not, tell me why, and I’ll put any helpful comments on this page. Take a look at the links page for more sites with sections like this.

Imp

Research: No

Manufacture: No

Fighter Class: -

Fighting Ability: -

Stun Recovery: -

Speed: Very, very, very fast

Received through: Create Imp Spell/Receive Imp magic item

Attracted By: - (needs to be sustained by mana)

Spells: Haste Self (Level 4) Teleport (Level 8)

Special Abilities: None

Imps are the most important part of any dungeon. Without them nothing gets done; no traps are placed, no rooms are dug out, no land is clamed. Thankfully, as long as your Dungeon Heart is not destroyed you’ll always have at least 4 imps. But 4 imps are barely enough if you want your dungeon to grow with any real speed (and most of the time you will). Imps never become unhappy, as just being around to do your bidding is all that they want. Imps seem to prefer digging to claiming land, so you should be ready to send some imps back to claim the land they just dug out. Give them a slap for good measure. They can also be possessed which can be very useful as they move very fast. If you ever get the chance, possess an imp and go running around your opponents’ dungeon, taking in as much as possible, before you are squished. Imps are more expendable early on as is doesn’t take much mana to create them. However, the more you cast Create Imp the more mana it will require to cast again (see the Spells page), so protect the imps you have. You can also drop unwanted imps into the Dugeon Heart which will generate mana. Do this to get rid of unwanted imps and/or to increase your mana quickly. One last thing, you don’t have to drop imps on your own land, they can be dropped on unclaimed land too which is useful in many situations in the game.

 

Goblin

Research: No

Manufacture: No

Fighter Class: Flanker

Fighting Ability: Low

Stun Recovery: Very Fast

Speed: Fast

Received through: Portal

Attracted By: Lair (5 tiles)

Spells: None

Special Abilities: None

Goblins are the most basic of creature that you can attract. They aren’t really any good at anything, but are useful nonetheless. First of all, since they have low self-esteem, they don’t become unhappy very easily, and are quite willing to go without the occasional meal. So you can rely on them to stick around. They are also fast when possessed and can be used for suicide or scouting missions, though imps & fireflies are more suited to this. Because they are expendable, you can use them to divert the enemy. When faced with many enemies a goblin will run away. You can use this to your advantage by dropping one near a bunch of enemy creatures to lure them away from your more vital rooms and maybe even into a trap. Goblins fight well in groups of 3 or more, depending on the number of opponents.

 

Firefly

Research: No

Manufacture: No

Fighter Class: Flanker

Fighting Ability: Very low

Stun Recovery: Fast

Speed: Fast

Received through: Portal

Attracted By: Lair

Spells: None

Special Abilities: Fly

Fireflies are you main scouts. They have their own light source and have the ability to fly, thus water and lava do not hinder them. They are useful at finding magical items, gems etc. Having said that, they are so weak in combat even an imp would pose a challenge, so aren’t really much use after you’ve discovered most of the realm. So they usually end up in my prison or graveyard after their usefulness has expired (cruel I know, but then you are evil in this game after all).

Warlock

Research: Yes

Manufacture: No

Fighter Class: Support

Fighting Ability: Very Low

Stun Recovery: Average

Speed: Average

Received through: Portal

Attracted By: Library

Spells: Fireball (Level 1) Heal Creature (Level 3) Firebomb (Level 10)

Special Abilities: None

 Warlocks are your primary researchers. But they are not really all that good at it. It’s always worth putting them in the combat pit once you’ve got 2+ of them or if there are any Vampires/Maidens about and train them up to level 3-4, as that will save a lot of time researching (for more info on the Combat Pit see the Rooms page). At level 3, they get Heal Creature. This is a very useful spell, and, combined with the Fireball, makes warlocks extremely useful when positioned behind a large combat. However, like all support creatures they are vulnerable to attack and so keep those Black Knights in front of them. Okay?

 

Salamander

Research: No

Manufacture: No

Fighter Class: Flanker

Fighting Ability: Good

Stun Recovery: Average

Speed: Average

Received through: Portal

Attracted By: Training Room

Spells: Fireball (Level 4) Spit (Level 8)

Special Abilities: Can walk through lava

 

Salamanders are a very useful creature, and I think they’re under rated. The Training Room attracts salamanders, and they use it as much as they can until they’ve reached level 4 without you lifting a finger. What I’m saying is when you get a salamander he (or she) will be at level 4 within a full turn of the payday clock, and you won’t have to do a thing. Another good thing is that they can wade through lava. This is amazingly useful if no fireflies turn up, but you’ll have to possess a Salamander to do this, as they’re not scouts. They are hardier than fireflies though, so you’ll be able to destroy enemy traps that you find, and other fireflies, without taking serious injury. To complete the package they can also use the fireball spell, which is useful for getting rid of Fear Traps, and softening up foes from a distance. Salamanders go to the Casino often, this can make you some money if it’s fixed.

Troll

Research: No

Manufacture: Yes

Fighter Class: Blocker

Fighting Ability: Average

Stun Recovery: Long

Speed: slow

Received through: Portal

Attracted By: Workshop

Spells: -

Special Abilities: -

The Troll is good for just one thing: making traps in the workshop. If a Troll isn’t in the workshop, it’s wasting space, that’s what I say. If you’ve got lots of trolls then you won’t need to train them up at all, just get them working straight away. If you’ve only got one or two then it’s a good idea to train them, which seems to take forever, up to level 3-4, before setting many jobs for them to do (for more info on maximizing the efficiency of your workshop see the Rooms page). I don’t rate Trolls in combat at all, except to bulk out the numbers. You’d think they’d be good, with their huge hammer and all, but they’re not. If you find yourself taking trolls from the workshop to put them in combat then more often than not your in trouble (or very paranoid).

Dark Elf

Research: No

Manufacture: No

Fighter Class: Support

Fighting Ability: Poor

Stun Recovery: Average

Speed: Fast

Received through: Portal

Attracted By: Guardroom

Spells: Arrow (Level 1) Knives (Level 4) Guided Bolt (Level 8)

Special Abilities: Good at guarding.

If you place a guardroom the Dark Elves will flock to your dungeon like moths to a street light. This may or may not be a bad thing. Dark Elves are great at guarding, but they never go and train. This is not much of a problem, as since they are missile troops you can plonk them in the Combat Pit and pretty soon you’ll have high level guards patrolling your parameters. Unfortunately Dark Elves are, I’ll be kind, not quite as tough as Bile Demons. Once your Dark Elves are being attacked get some shock troops in to help them out pronto. I don’t care what level they are, a level 4 Mistress can hack down a level 10 Dark Elf any day. Thankfully, in version 1.7 Black Knights also guard of their own accord so it’s less of a problem.

 

Rouge

Research: No

Manufacture: No

Fighter Class: Flanker

Fighting Ability: Average

Stun Recovery: Average

Speed: Fast

Received through: Portal

Attracted By: Treasury + Casino

Spells: Invisible (Level 1)

Special Abilities: -

I’ll be honest. I don’t know all that much about Rouges, mainly because I don’t include Casinos in my Dungeons, and if I do it is late on. I’ve noticed that they wander about a lot, but that’s not really a good thing since you’ve got better scouts available. You can use them to infiltrate enemy keepers and steel gold etc. That’s cool for those people who like that sort of thing, but it’s a bit too subtle for my taste. If I wanted to be subtle I’d be playing Thief. If you’ve got any comments on Rouges then e-mail me them and I may put them up here to replace the paragraph of drivel that you just read.

Fuegan says:

They can sneak by pretending to be one of the enemy, and thus are dead useful for sneaking around seeing where everything in an enemy Dungeon is.

 

Mistress

Research: No

Manufacture: No

Fighter Class: Blitzer

Fighting Ability: Very Good

Stun Recovery: Fast

Speed: Fast

Received through: Portal

Attracted By: Torture Chamber

Spells: Lightning (Level 4) Freeze (Level 8) Hailstorm (Level 10)

Special Abilities: Groaning a lot

"Oooooohhhh… Aaaahhhh… Oooooohhhhh…" The first piece of advise I’d like to give here is that as soon as you’ve built your Torture Chamber place a wooden door in the doorway and LOCK IT!!! Mistresses will still be attracted to your dungeon but they won’t be able to spend any time inflicting pain on themselves. Instead they will go to the training room (or the Casino, in which case you’ll have to move them) and pretty soon you’ll have a few half-decent mistresses. Mistresses are good in combat, especially at taking out support troops, but they are not all that tough, because they aren’t really wearing all that much, so you should use the heal spell on them. They recover well after being stunned and are fast so are also useful for hunting down pesky Rouges too.

Skeleton

Research: No

Manufacture: No

Fighter Class: Blocker

Fighting Ability: Low

Stun Recovery: Fast

Speed: Average

Received through: Prison Deaths

Attracted By: Prison

Spells: -

Special Abilities: -

Skeletons are very useful creatures and have many strengths, and they also have the weaknesses to match. They don’t need paying, don’t eat, and don’t take up lair space. They don’t waste time in the casino, don’t go off and torture themselves, and don’t infuriatingly keep wandering off into hostile territory. But, unless you intervene, they won’t do anything else either. When a skeleton comes into being, it trots off to the training room straight away and stays there until it reaches level 4. Then it does… nothing. Don’t forget about your skeletons, as they make terrific guards. Needing neither sleep nor raw chicken, they’ll wander to any and all guard posts until the end of time. Therefore, with skeletons as your guards, you’ll never be unguarded. Skeletons are not very good fighters, and die fairly easily. But fighting is not the skeletons main purpose. They can also be used to destroy fear traps, and you can use them to break down a door miles away from your dungeon and they won’t complain that they have no food. They also are good at slowing the enemy down because they never run away and will fight to the "death". Remember that skeletons have no lairs and have no way of regaining lost health, so use the Heal spell on any injured ones. Be careful when training them in the Combat Pit.

 

Bile Demon

Research: No

Manufacture: Yes

Fighter Class: Blocker

Fighting Ability: Very Good

Stun Recovery: Very Slow

Speed: Very Slow

Received through: Portal

Attracted By: Hatchery (5x5 tiles) Lair (9 tiles) Workshop (3x3 tiles)

Spells: Fart (Level 4) Gas Missile (Level 8)

Special Abilities: Imp Chucking

At first, I hated Bile Demons. I won’t go into why, but now I’ll tell you how to love ‘em. First of all, make sure your Training Room, lair and hatchery are all close together. Bile Demons don’t more very fast, so if you make them walk very far, by the time they get there it will be time to head back and get some sleep. By placing these rooms together your Bile Demons will train fairly quickly. Using the Combat Pit to train Bile Demons is affective as they can take lots of punishment and so they stay in longer and gain more experience. You’ll have noticed Workshops don’t appear in this equation, and that’s because you really shouldn’t use Bile Demons in the Workshops; that’s the trolls’ jobs. If you’re in a hurry for traps, or if you can put the workshop nearby, then fair enough, but the Bile Demon excels in combat situations so tend to try to train them up. Bile Demons can take amazing amounts of damage in combat, and can dish out a fair bit too. Along with the Fart Spell, Bile Demons are a real challenge in combat when used on the defensive. Mind out though, it takes a while for them to recover when you drop them, and they are the slowest creature in the game, so if your planning a daring raid into a keepers domain leave the Bile Demons at home.

Vampire

Research: Yes

Manufacture: No

Fighter Class: Blitzer

Fighting Ability: Very Good

Stun Recovery: Average

Speed: Fast

Received through: Bodies in Graveyard

Attracted By: Graveyard

Spells: Slow (Level 4) Drain (Level 9) Raise Dead (Level 10)

Special Abilities: Can turn into a bat in 1st person.

Vampires make good researchers, better than Warlocks. They are also good in combat, but you usually have too few of them to make a difference. Their big weakness is water, if they touch it they take damage. It takes careful dungeon planning to stop a vampire killing himself at the first opportunity. Fortunately higher level Vampires have the ability to resurrect themselves, so when you get a vampire, train, train and train, unless you’re in need of that vital spell that hasn’t been researched yet. When possessed, you can use the Vampires special ability that turns him into a bat. When in this form, you can fly over water, and lava, and act just as a firefly. You’ll have to do this though; Vampires won’t do it on their own.

Black Knight

Research: No

Manufacture: No

Fighter Class: Blocker

Fighting Ability: Excellent

Stun Recovery: Very Slow

Speed: Slow

Received through: Portal

Attracted By: Combat Pit

Spells: -

Special Abilities: -

Black Knights are relatively easy to attract (as Combat Pits are not very expensive), and so are often found to be the elite in many a keepers force. Black Knights do not train very quickly, so try to build a combat pit early on so you get as much time as possible for them to train before they are called into action. Black Knights will also compliment Dark Elves well in the Guardroom, and the two work well at dissuading some of the smaller groups of enemies that venture too near. Black Knights are not very fast, and can be lead around in circles by faster foes. Another good reason to have them hang out with Dark Elves.

Dark Angel

Research: Yes

Manufacture: No

Fighter Class: Blitzer

Fighting Ability: Exceptional (100% ass kickers)

Stun Recovery: Average

Speed: Fast

Received through: Portal

Attracted By: Temple (5x5)

Spells: Hailstorm (Level 9) Skeleton Army (Level 10) Disruption (Level 4)

Special Abilities: -

The big granddaddy of them all. Dark Angels are excellent researchers, and the most devastating fighters in the game. By the time you’ve got enough gold together to buy a temple big enough to attract one of these you should have most of the spells researched, so set him training straight away. When he reaches level 4, he’ll have the powerful Disruption Spell available. If you put him in the combat pit, Bile Demons are good opponents as they can last longer. When it comes to combat, stick him at the front of your hordes and let the destruction begin! The wings are just for show. I know I’ve been writing as if you’ll only ever have one of these, but you’ll attract more the bigger your temple is.

 

Maiden (only available in version 1.7 (downloadable))

Research: Yes

Manufacture: No

Fighter Class: Blitzer

Fighting Ability: Good

Stun Recovery: Slow

Speed: Fast

Received through: Portal

Attracted By: Library + Temple

Spells: Web (Level 4) Spit (Level 8)

Special Abilities: -

Maidens are only available if you upgrade to version 1.7, which can be downloaded from the Keepers site (check out the Links page). I’m still learning about the Maiden, but I have found out a few things. First of all, they are very good researchers, even at lower levels. They can be attracted by fairly small temples, 3x3, and you can get a lot of them. Maidens are very quick, and are pretty good in combat. They also look cool.

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