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 | Wooden Door | 18,000 | 250 | 0 |
2 | Alarm Trap | 18,000 | 250 | 0 |
3 | Poison Gas Trap | 20,000 | 350 | 1 |
4 | Braced Door | 24,000 | 500 | 2 |
5 | Lightning Trap | 20,000 | 500 | 2 |
6 | Iron Door | 26,000 | 750 | 3 |
7 | Boulder Trap | 25,000 | 1,000 | 3 |
8 | Lava Trap | 20,000 | 750 | 3 |
9 | Magic Door | 50,000 | 1,500 | 4 |
10 | Word of Power Trap | 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.
Manufacture Level |
Workshop Tiles |
---|---|
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.
- 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.
Item | Manufacturing Points |
---|---|
Wooden Door | 300 |
Braced Door | 600 |
Steel Door | 900 |
Magic Door | 1200 |
Barricade | 150 |
Secret Door | 900 |
Alarm Trap | 150 |
Guard Post | 150 |
Gas Trap | 150 |
Boulder Trap | 600 |
Fear Trap | 150 |
Fireburst Trap | 1200 |
Freeze Trap | 900 |
Lightning Trap | 900 |
Sentry Trap | 150 |
Spike Trap | 600 |
Trigger Trap | 150 |
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 Troll Training |
Dungeon Heart Required |
---|---|---|---|---|---|---|---|---|
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[]
Max Trap/Door Count[]
Trivia[]
- Ironically, despite mallets being the symbol of Workshops and manufacturing, the best manufacturers in Dungeon Keeper and Dungeon Keeper 2 (Trolls and Giants,[Note 1] respectively) carry and use clubs rather than mallets. In Dungeon Keeper, mallets are used by some lesser manufacturers, such as Orcs and Barbarians.
References[]
- ↑ Dungeon Keeper 2 : Prima's Official Strategy Guide. pp. 109,112. Rocklin, CA: Prima Games. (1999). ISBN 978-0-7615-1805-1.