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The Heroes are the main enemies you face in Dungeon Keeper and Dungeon Keeper 2. They take many forms, from chivalrous and proud Knights to lumbering, hulking giants. Despite their different forms, all of them have the same objective: defending their realm from Keepers like you! Of course there is the possibility that they join your side, be it with painful persuasion, bewitching them with Steal Hero special box, or stumbling across neutral ones, who will join you on sight.

Heroes in Dungeon Keeper[]

Heroes in Dungeon Keeper

The Heroes as they appear in Dungeon Keeper

Tunneler-icon Tunneller - The equivalent of your Imp unit, Tunnellers lead parties of stronger heroes into your dungeon, clearing their path to your Dungeon Heart. They are easy to dispatch, and even the weakest of your creatures should have no trouble vanquishing them. Of note, they prefer to steal gold from the Treasure Room instead of attacking a Dungeon Heart.

Mountain-dwarf-icon Mountain Dwarf - Essentially a beefed up Tunneller without the ability to tunnel or dig, these units are quite common in the earlier levels and are easily dealt with.

Thief-icon Thief - The lowest-tiered human who are often easy to kill, usually encountered alongside Dwarfs. They will rob you of your gold if they make it to your Treasure Room, and (if converted) will turn into a level 3 Knight if trained past level 10.

Archer-icon Archer - A ranged unit that is easy to dispatch in early levels. However, he can be a real handful for melee units too slow to close the distance.

Barbarian-icon Barbarian - These warriors appear often throughout the game. They fight with a battle hammer and do decent damage, but are easily dispatched.

Monk-icon Monk - A decent melee fighter with a very impressive spell book, making them particularly hard to dispatch.

Priestess-icon Priestess - Powerful spell casters with several elemental spells. They wreak havoc on large armies with the Wind spell and destroy rival spellcasters with their Lightning.

Fairy-icon Fairy - The glass cannon of the game: incredible damage output, but they die very quickly. If you can get to them, that is.

Giant-icon Giant - Similar to the Barbarian; they're a powerful melee unit, trading health for damage output.

Samurai-icon Samurai - An excellent fighter; Samurai are very quick and good spell casters.

Wizard-icon Wizard - Arguably the best spellcaster in the game, easily surpassing the Warlock with their array of spells and research capability.

Knight-icon Knight (AKA The Lord of the Land) - There is usually a single Knight per level, often needing to be dealt with in order to advance. A prime target for converting, training, and transferring, or otherwise obtainable by training a Thief past level 10.

Avatar-icon Avatar - The most powerful warrior in the game. The Avatar makes two appearances in the final level. He owns all the realms you had previously taken over. He reappears in the The Deeper Dungeons level Belial.

Dungeon Keeper FX also introduces a new hero:

Time mage-icon Time Mage - Like the Wizard, but with different coloured robes and a different spellbook.

Trivia[]

  • All heroes have the same design for their Lair beds.

Transliterations[]

The Japanese and Korean names of the heroes are actually the English names transliterated into Katakana and Hangul respectively:

Comparison Table
  English   Japanese     Korean
Tunneller マウンテンドワーフ[Note 1] 터넬러
Mountain Dwarf ドワーフ[Note 2] 마운틴 드워프
Fairy フェアリー 패어리
Archer アーチャー 아쳐
Thief シーフ 씨프
Barbarian バーバリアン 바바리안
Giant ジャイアント 자이언트
Samurai サムライ 사무라이
Wizard ウィザード 위자드
Witch ウィッチ 프리스티스[Note 3]
Monk モンク 몽크
Knight ナイト 나이트
Avatar アバタール 아바타

Dungeon Keeper 2[]

In Dungeon Keeper 2, heroes are the central antagonists of the campaign. They always have the white player colour and are not controlled by an AI. In most levels, the hero faction has already claimed territory and may feature ready-made rooms and defenses. Beside the prespawned hero groups, new heroes may enter the game through Hero Gates. As the hero faction are a non-AI player, they do not claim territory or fortify walls, but Dwarves may breach walls in order to carve out attack routes for hero parties. Also, they do not build traps and doors. Whenever a player may destroy such, the hero-faction will not replace them. Every taken territory from the hero faction will remain in the player's hands. The white-coloured hero units require no sleep, food or payment; instead, they follow individual, mostly predefined, movement patterns such as patrol routes or guarding positions. Being always ready to engage evil creatures, combat dynamics against the hero faction vary heavily from fighting rival Keepers and resemble more a tower defense or step-by-step conquest approach.

The following hero units are available in Dungeon Keeper 2:

Dwarf Icon Dwarf - The goodly equivalent to the Imp, the dwarves are minor annoyances. They are able to demolish reinforced walls rapidly, but are slower than Imps when mining gold or dirt. Unlike Imps, Dwarves will fight in battles.

Thief icon Thief - The goodly counterpart to the Rogue, although the term "good" is loosely used on them, due to the habit they have of snatching up loose gold, or even braving the wrath of the Keeper to steal from their Treasuries; ensure you keep at least five eyes on them at all times.

Wizard icon Wizard - The goodly counterpart to the Warlock, Wizards are enlightened spellcasters who blast your minions with elemental power. They are a dangerous opponent, but by themselves, old age will rear its ugly head and they will fall prey to your minions in moments.

Guard Icon Guard - A foot-soldier armed with a lance, he has a long reach and though weak individually, in groups he is an invaluable blocking unit capable of holding the enemy back.

Elven Archer Icon Elven Archer - The goodly cousins of the Dark Elves, they are excellent marksmen, and in groups will whittle your creatures' numbers down in mere moments; they can be heard blessing their notched arrows before releasing, and possess a few useful marksman abilities.

Royal Guard tiny Royal Guard - A more powerful variant of the Guard, they possess similar tactics and abilities but have high endurance to back up their formidable style.

Fairypickup Fairy - Fairies are frail and weak and do not last long in direct combat, but at their disposal are powerful and potent spells that revolve around the elements of nature, they are fully capable of destroying hordes of creatures with these spells when placed correctly. Training a Fairy to level 8 and possessing it grants you a surprisingly powerful avatar.

Monkpickup Monk - A powerful supporter, he is a capable fighter but can also heal himself and his allies. Against a Vampire, he can call upon holy power to strike them down permanently without fear of the Vampire resurrecting themselves.

Knight-icon Knight - The goodly counterpart to the Black Knight, he is strong and sports a full suit of plate armour giving him a high endurance. His broadsword is perfectly capable of cleaving most minions in twain with little effort, and he can take on up to three enemies at once by himself. Keep watch over these troublesome invaders and strike them down at range whenever possible, for when he gets close enough, he will wreak havoc on your forces. Keep in mind that even though his armour protects him from steel, it weakens him against electricity. There is nothing more amusing than seeing a Knight cooking inside his own armour, from a well-placed lightning bolt!

Giant icon Giant - The Giant is a stalwart fighter who throws himself directly into the fray, sending enemies hurtling in all directions. His club knocks your creatures senseless on top of inflicting grievous damage. The Giant's thick hide grants him high constitution and also renders him immune to burns; therefore, he can wade through lava and shrug off fireballs as minor annoyances. To combat them, you should utilize your more hardy creatures or try and lure them into traps. However, due to their simple minds, Giants lack high determination, and can therefore be easily converted in your Torture Chambers; coerce them over whenever you can.

Lord of the Land icon Lord of the Land - The commanding hero of every land, their style of combat is similar to the Knight; however, they possess higher strength, agility and endurance, and as the ruler and protector of the land they will fight to the death. Fitting, really, as his violent demise is the only means to conquer the land.

Prince icon Prince - The princes are variations of the Lord of the Land. Three appear in the level Interception. Each prince has unique abilities as well as being a strong melee fighter.

King 2 King Reginald - Another variation of the Lord of the Land appearing in Regicide, the last level of Dungeon Keeper 2. The king is the strongest hero in the game apart from the Stone Knights.

Stone Knight 1 Stone Knight - The Stone Knights are not openly considered to be normal hero units. They only appear at the very end of Regicide, after the king is slain, and are more or less immune to attacks from all normal creatures. The only option left for the Dungeon Keeper is to summon Horny for one last battle. Upon destroying the two Stone Knights, the final level (and therefore, the game) is completed.

Dungeon Keeper Online[]

In Dungeon Keeper Online, the Human clan is the rough equivalent of the heroes, and have the following creatures:

Notes[]

  1. This is actually 'Mountain Dwarf', which is what the Tunneller is called in Japanese.
  2. This is actually just 'Dwarf', which is what the Mountain Dwarf is called in Japanese.
  3. This is actually 'Priestess', the alternative name for the Witch.
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