Thursday 15 August 2013

Dungeon Keeper 3 - Heroes

These have been fairly extensively redone, so I figured they deserved their own article.

Basic Human Units

    Citizen
The basic human. Weak, and performs basic labour for the heroes. They can be upgraded to a caste once they gain their first level. Once a caste unit reaches level 6, they are upgraded again, to the higher level of their caste.

    Infantry
Infantry are the standard fighter for heroes. They are the basic level of the Fighter caste. They are reasonably strong, and require a Training Room.

    Knight
Knights are upgraded infantry. They are tougher than Infantry, but vulnerable to lightning. They hate Black Knights.

    Monk
Monks are the basic level of the Holy caste. They are fairly weak, but super-effective against undead. They require a Church.

    Cleric
Clerics are upgraded monks. They gain a healing ability, and are tougher than monks.

    Wizard
Wizards are the back-line support for heroes. They are the basic level of the magic caste. They use fireballs, while your Warlocks use Ice magic.

    Mage
Mages are upgraded wizards. They gain a lightning attack, and can gain a more powerful fire attack.

    Thief
Thieves are the basic level of the Rogue caste. They can gain the ability to open your doors, and can detect traps, and avoid triggering many traps. They will also steal from your treasuries if you let them.

    Spy
Spies are upgraded thieves. They gain the ability to disable traps, and can even become invisible. They also gain a damage upgrade.

    Crossbowman
The basic level of the Ranged caste. They do more damage than Wizards, and serve as support units.

    Archer
Archers do (slightly) more damage than Crossbowmen, and have a better rate of fire. In addition, they also gain the Fire Arrow ability.

Elven Units

    Elf
Elves are the introductory level for Elves in the same way that Citizens are for humans. They do not do work as citizens do, instead relying on Citizens or Dwarves to do that. All Elves have the ability to detect traps, and can avoid triggering many traps. In addition, all Elves hate Dark Elves. Elves can

    Elven Archer
They are powerful support units; more powerful than human Archers. They have the ability to make critical hits for bonus damage. They gain the Knives ability at level 6.

    Elven Warrior
Elven warriors are powerful but fragile fighters. They have a chance to evade attacks, and are resistant to all magic. They have no abilities.

    Fairy
Fairies are small flying creatures with an impressive arsenal of magic. Their abilities are (in order that they gain them): Chill, Heal, Lightning, and Freeze.

Dwarven Units

    Dwarf
The paltry dwarf; these do the grunt work of most kingdoms. They are weak and vulnerable, and hate greenskins. They may however, upgrade into Dwarven Warriors, abandoning their pickaxes for true axes.

    Dwarven Warrior
A slightly stouter companion to basic dwarves, warriors can work in the workshop, and are much stronger than basic dwarves (though that isn't saying much). They can gain a Throwing Axe ability. They are still fairly weak.

Other Units

    Giant
Giants serve a similar role to the Monster-class units of Dungeon Keepers. They require their special Giant Gates to come in, and have an independent population cap from the rest of the Heroic force. They are as tough as tough gets, and very strong in addition. They resist fire and poison, and can work in a workshop. They can gain Throw and Slam abilities, that utilize their mass to disrupt enemy lines.

    Seraphim
Seraphim are holy warriors, summoned by the Seraphim Feather miracle. They are immune to all damage sources other than Horny or other Seraphim. They require mana to sustain themselves, and have several magical attacks to bolster their impressive damage.

Nobility
 Nobility are typically the bosses of each level.

    Lord
The most common Noble, they lead the heroic forces fearlessly. Their bravery inspires those around them, in the form of their Rally ability.

    Elven Lord
Elven lords are similar to regular lords, except that they are elves, and have better damage.

    Prince
Princes are the young heirs to the king. They are not as strong as lords, but are typically better protected. They also resist all forms of magic.

    Archmage
Archmagi are powerful magic users. They are weaker than Lords, but their impressive magicks more than compensate for their paltry physical strength.

    High Cleric
A spiritual leader, they are similar to the Archmagi, except that they have holy magics instead of elemental ones.

    General
A high ranked officer to the King. They wield hammers, and can work in workshops. They are tougher than regular lords.

    King
The final boss of the game. He has some of the highest stats in the game, and is resistant to all magic.

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