Here's a list of all the king's men.

Probably the worst thing about turning good guys to evil is that they tend to complain a lot. The best way to keep them silent is to build them a lair away from the lairs of your own creatures and toss them on it before anything else touches it. They usually hate the presense of their evil counterparts, but not always.



HP refers to hit points. Unfortunately, the game doesn't show these flat out. Instead, the little flower-like icon above the creatures' head is supposed to be a sign of how much damage they've taken. If it's full, the creature has max HP. If it's missing one petal, it's been injured by a trap or an enemy, but is still ready to fight. Only when a creature's flower only has two or three petals should you really worry. The creatures HP goes up every level. So, a Level 5 Goblin will have 7500 HP rather than 1500 HP that it starts with at Level 1.

Threat is the creature's implied threat level to it's enemies. In other words, the higher this is, the more likely that creature will be a target. However, if it's too high, enemies will begin backing away or trying to retreat. This works for your creatures too.

Attack DMG is how much damage the creature deals when not casting spells (like say, the Warlock's favored fireball or the Mistress' Lightning). This is the basic damage the creature deal in hand to hand. Like HP, it goes up at the same rate every level gained.

Fight Style is how the creature operates in combat. Flankers try and surround the enemy, Blitzers break up groups to weaken any team ups, Blockers stand in the enemy's path to prevent their advance, Support fires at the enemy from behind others.

Spells is what the creature can cast or what attacks they can use once they attain a certain level. All creatures start out will one, but gain more as they advance.

Enemies are what creatures will cause this creature to become unhappy when in their presense (usually when they're doing the same thing in the same room) Beware, because this can sometimes lead to outright rebellion.

Job is what the creature does for you while in your employment. If a creature only has 'Fighter' listed, it doesn't do anything but fight and wander around your territory.

Attract has been re-added, because of the addition of Mercenary Portals.




Dwarf - The equivalent of the Imp. Dwarves do the tunneling for the good guys. Thankfully, Ranma's Goblins have more HP than they do, so even in a straight up fight, the Goblins have it. When converted, they can aid imps in reinforcing walls, digging tunnels and such, but I don't think they'll carry back the dead/wounded, pick up treasure or grab any magic items. They do not need Lairs, but that means that they also can't heal without magic or by being dragged to the Dungeon Heart.
HP: 1000
Threat: 20
Attack DMG: 130
Fight Style: Flanker
Spells: None
Enemies: Enemy imps and Goblins
Job: Fighter/Tunneler
Attract: ???


Elf - The opposite of the Dark Elf, these bowmen are identical to their evil counterparts.
HP: 1000
Threat: 20
Attack DMG: 140
Fight Style: Support
Spells: (Lvl 2) Arrow, (Lvl 3) Guided Bolt, (Lvl 4) Grenade
Enemies: Dark Elves
Job: Guard/Fighter
Attract: Guard Room


Wizard - The magical backbone of the hero's team. Ever since converting some, Ranma's found they are better at research and fighting than his own Sorcerers.
HP: 1500
Threat: 30
Attack DMG: 170
Fight Style: Support
Spells: (Lvl 2) Fireball, (Lvl 3) Firebomb, (Lvl 4) Super Firebomb
Enemies: Warlocks
Job: Researcher/Fighter
Attract: Library


Monk - A most annoying opponent, Monks are adept at healing themselves. They can also kill vampires faster and more permanently than the other heroes.
HP: 2500
Threat: 30
Attack DMG: 170
Fight Style: Flanker
Spells: (Lvl 2) Heal, (Lvl 3) Speed, (Lvl 4) Armor, (Lvl 5) Prayer
Enemies: Vampires, Dark Angels
Job: Fighter
Attract: Graveyard


Fairy - Essentially, the good counterpart to the Firefly, only they are slower, can cast spells and deal more damage.
HP: 1500
Threat: 45
Attack DMG: 220
Fight Style: Flanker
Spells: (Lvl 2) Lightning, (Lvl 3) Armor, (Lvl 4) Wing, (Lvl 5) Prayer
Enemies: Enemy imps and Goblins
Job: Scout/Fighter
Attract: 5x5 Temple (?!) attracts 2


Thief - The good guy version of the Rogue. Odd that he makes the grade as a good guy, but that's perspective for you.
HP: 1500
Threat: 45
Attack DMG: 230
Fight Style: Flanker
Spells: (Lvl 2) Invisible, (Lvl 5) Espionage
Enemies: ?
Job: Scout/Thief/Fighter
Attract: Casino


Guard - Tough bastards, they can deal out serious damage. Their major fault lies in their slow movement and the fact that they're more often operating alone or in smaller groups.
HP: 3000
Threat: 120
Attack DMG: 400
Fight Style: Blocker
Spells: None
Enemies: ?
Job: Guard/Fighter
Attract: Training Room


Knight - Slightly tougher than Guards, the Knight is slightly better than the Black Knight, only because one can convert Knights much earlier than one gains a Black Knight.
HP: 4000
Threat: 213
Attack DMG: 400
Fight Style: Blocker
Spells: None
Enemies: Black Knights
Job: Fighter
Attract: Combat Pit


Giant - These large oafs have power and endurance, but lack intelligence. Their favorite sport is tossing imps. What makes them truly terrifying is they can cross lava.
HP: 4000
Threat: 160
Attack DMG: 450
Fight Style: Blocker
Job: Fighter/Scout
Attract: Hatchery (5x5 min), Lair (3x3 min), Workshop (3x3 min)


Royal Guard - These powerful warriors are the equals of Ranma's Bile Demons, but are faster and less odorous.
HP: 5000
Threat: 160
Attack DMG: 500
Fight Style: Blocker
Spells: None
Enemies: ?
Job: Guard/Fighter
Attract: Training Room (5x5 min), Torture Chamber




The following people have no hard data on them. Thus, I've opted not to give them any. Also, the princes were originally named Tristan, Felix and Balder. I changed their names and gave them an actual personality.


Lord of the Land - Each land has a Lord, but with evil keepers popping up, it's hard for them to get a more than a foothold. Sometimes, the evil keepers get the best of the Lord, killing them and taking the Portal Gem for themselves. The named Lords are as follows: Antonius, Darius, Avaricious, Ludwig, Constantine, Ironhelm, Sigmund, Titus, Voss, Ronin, Bramble, Tiberius, Volstag, Pureheart. The Lords of the Land can't stand being in evil's grasp, so even if you manage to convert them, there's a good chance that they will rebel.


Prince Timothy - The eldest of Reginald's sons, and the most sickly. He has a low constitution that almost prevented him from following in his father's foot steps. However, thanks to hard work and perserverence, he attained knighthood as would any other knight in his father's realm. (Former Name: Tristan).


Prince Anthony - The middle brother and once the most handsome of all the princes, an accident with an arrow left him horribly scarred on one cheek. He has since taken to wearing a helmet at all times, despite the fact that most women still consider him handsome. (Former Name: Felix)


Prince Daniel - The youngest and most eager, he's curious about things. Strangely, he looks the oldest of the three. As with his two older brothers, he's attained knighthood just as any other knight would. (Former Name: Balder)


Princess Honey - The eldest of her sisters, she attained knighthood just as her brothers had. She is actually also the eldest of all Reginald's children.


Princess Mina - Mina's path to life was chosen the instant a court wizard tested her for talent by teaching her a light spell. The court wizard spent a whole week recovering his vision. Since then, Mina has eagerly sought battle to test her ability in combat.


Princess Relena - The youngest of all of Reginald's children, Relena is also the most peaceful. She follows her adventure-seeking older sisters in order to keep them from becoming injured like Anthony was or worse.


King Reginald - The man in charge of the kingdom. He had six children with his wife, before an assassin sent by Keeper Nemesis killed her ten years ago, when Nemesis was at his height of power. King Reginald has sought for many years to kill off Nemesis for it, but finds himself lacking the manpower to hunt down and finish off the evil keeper. Little does he know of Nemesis' failing health, otherwise, he would increase his efforts before the keeper dies of old age, leaving King Reginald without his revenge.


Stone Knights - The stone golems that were made to guard the gate at which the Gate Gem could be used. They will only activate when the Gate Gem has been placed in it's holder. They have their fighting style based on a legendary knight by the name of Erdrick. They are invulnerable to even each other and can only be destroyed by the Horned Reaper. I found that out during a strange Skirmish I downloaded where each keeper starts with three Stone Knights. (Former Names: Bez and Vegan, new names: Erdrick and Glynn)


Dart was chosen as an Elite Royal Guard, or Dragoon, by his master Haschel. Dart was the son of a Dragoon and Haschel felt that Dart was destined for the same greatness that his father possessed. Dart wields a sword and can cast fire magic as Red Dragoon.


Shana is White Dragoon. She was chosen to be White Dragoon by the monks of St. Cuthbert. As her training was largely holy and/or healing magic, it's reflected in her attacks as White Dragoon. She wields a bow.


Rose is Black Dragoon. She was raised to be a mistress by her mother, but her father taught her how to fight as a dark knight. Rose fused the lessons together when she challenged and defeated a black dragon and earned it's soul, becoming Black Dragoon. However, her parents were killed by Nemesis while she was away. Lost, she joined King Reginald in trying to track down and kill off Nemesis. She fights with a rapier and has dark/death magic at her command. She cannot kill with her magic, though, as doing so would kill her. She instead is content to sap the strength and energy from her opponents.


Haschel has lived through three changes of Dragoons. He and Pureheart were both squired under King Reginald when the king was but a knight. During their travels, Haschel defeated a purple dragon and became Purple Dragoon. His desire to have his daughter succeed him was crushed when she was caught in the land of Sparkydell when it fell to evil keepers. He has not heard from her or her fiancee since. He fights bare-handed and his magic is mostly lightning-based.


Meru is a very childish girl. However, her strength, courage and skill impressed King Reginald enough to make her Blue Dragoon. She fights with a hammer and her magic is water/ice-based.


Albert is a nephew to the King. However, it was not simply his heritage that earned him the right to be Green Dragoon. He is also a very skilled spear fighter. His magic is largely air-based.

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