Long ago, there existed a large number of creatures and while many no longer exist as they did, it's still worth seeing them. My apologies as to the difficult of seeing most of the creatures. Most are very visible in the game, but very difficult to see with their default backgrounds, so I change most to a white background, which partially ruins them, but gives you a better view. Only the Tentacle, Knight and Avatar were untouched.
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 Imp will have 375 HP rather than 75 HP that it starts with at Level 1.
Strength 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.
Hunger Rate is how fast the creature gets hungry on their own. If you keep sending a hungry creature into battle, hunger makes it weaker and also annoys every creature. A hungry creature CAN die in DK 1. It can also lead to an early demise in combat. A hungry creature also needs a number of chickens to satisfy them, shown between ()s.
Training Cost indicates both how much it costs to train that creature and shown between () is how much it costs to get them from Lvl 2 to Lvl 10.
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.
Lair 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.
Lair Size is how much space this creature takes up when they create a lair in your lairs. Most creatures aren't greedy and only take up one space, allowing for a lot creatures to rest in that lair, but others tend to be wideloads and though their lairs may only look like they take up one spot, they might take up four!
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.
Pay is what it costs to keep the creature on your side. Most creatures aren't very greedy, but don't be surprised if the more powerful ones cost you a lot more.
Attract is basically what entices a type of creature to work for you. Have a big library with lots of books and you'll entice lots of Warlocks. Simply have large lairs and you'll get plenty of Goblins. Most creatures require a combination of rooms to entice them. A sort of assurance that they would get stiffed when they get hungry, sleepy or need some cash. However, just having enough to attract the creature doesn't mean you'll get one. Many of the creatures need to make an appearance in your dungeon before you can get them on a regular basis.
Scavenge Value means that, in dungeons where your enemy is another keeper, you can buy their monsters away from them (fixed rate of 22000 points, so large ones with lots of your creatures in them allow for faster scavenging)). It requires a creature similar to the ones you put into the Scavenger Room to exist in their dungeon. If you want their bile demons, you'd better have your own bile demons in your scavenger rooms. Vampires have the ability to increase the effectiveness of scavenging. In () is how much it costs to have the creature work in the scavenge room trying to bring creatures to your side (the speed of spending is similar to training, REALLY FRICKIN' FAST).
Elite is a term that did not exist in DK 1.
The Reapers are the mightiest creature that one can get on a mostly regular basis. Unfortunately, they get VERY annoying as just about everything, save being in the Temple, when training, when winning battles and when walking on dead opponents irritates them. Even feeding them chickens irritates them. At least paying them also calms them down. Also, you don't need to sacrifice your own creatures... why not let your enemies supply the sacrificial bait?
HP: 2000
Strength: 700
Hunger Rate: 3505 (4)
Training Cost: 150 (1000-20000)
Pay: 950
Spells: Lvl 1 Swing Weapon, Lvl 5 Speed, Lvl 10 Slow.
Lair Enemies: None
Lair Size:
Scavenge Value: 4 (30)
Attract: 9 tile Temple (square), Sacrifice Bile Demon, Dark Mistress, Troll
Imp - The lowly worker. Sustained purely by magic (gold being the currency of magic in DK1), they are the worst at fighting, despite each individual having the strength to haul giants to a prison. They also dig tunnels, place traps, drag the dead to graveyards, reinforce walls, collect gold and gemstones. They are the only ones who can regularly destroy traps in this game and that only by claiming the land the trap is on. Oddly, the imps of DK 1 do a self-revival if they are on your land or neutral land when killed and you can drag enemy imps back into your prison and convert them.
HP: 75
Strength: 5
Hunger Rate: 0 (0)
Training Cost: 10 (2500-20000)
Pay: 0
Spells: Lvl 1 Dig, Lvl 1 Swing Weapon, Lvl 3 Speed, Lvl 10 Teleport
Lair Enemies: None
Lair Size: 0
Scavenge Value: 0 (0) (can't be scavenged)
Attract: Spells - Create Imp, Receive Imps, conversion(?!)
Beetle - Beetles are bottom rank fighters, only better than Flies and Imps and with good reason. They don't have very many abilities, but they're useful for the first few dungeons. After that, however, you're better off with almost anything else.
HP: 250
Strength: 25
Hunger Rate: 5000 (1)
Training Cost: 8 (1000-20000)
Pay: 18
Spells: Lvl 1 Attack, Lvl 7 Freeze.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 1 (8)
Attract: 1 tile Lair
Sorcerers (or Warlocks) - The magical backbone of any DK force. They research spells _and_ unlock any rooms beyond the lair, hatchery, treasury, training room and library (don't get impressed, _everything_ from Imps to Reapers can do this, bu the Sorceror is one of the best). They also provide nasty spells to turn your opponents into goo. Strangely, they get a power per level, save at Lvl 10.
HP: 350
Strength: 20
Hunger Rate: 8000 (3)
Training Cost: 30 (1000-20000)
Pay: 120
Spells: Lvl 1 Unarmed Attack, Lvl 2 Fireball, Lvl 3 Heal, Lvl 4 Meteor, Lvl 5 Invisibility, Lvl 6 Navigating Missile, Lvl 7 Sight, Lvl 8 Wind, Lvl 9 Word of Power.
Lair Enemies: Vampire
Lair Size: 1
Scavenge Value: 5 (25)
Attract: 9 tile Library (square)
Flies - Though weaker than the beetle, the flies still has the ability to fly and therefore, is excellent for sneak attacks on enemy imps, who can't really compete with the fly's speed.
HP: 150
Strength: 25
Hunger Rate: 9000 (1)
Training Cost: 5 (1000-20000)
Pay: 5
Spells: Lvl 1 Unarmed Combat, Lvl 5 Sight, Lvl 8 Speed
Lair Enemies: Spiders
Lair Size: 1
Scavenger Value: 1 (4)
Attract: Nothing
Troll - Except at the early levels where every little bit helps, trolls make for poor combatants. Trolls are more useful in the workshop, making traps. However, they ARE superior to the Trolls in DK 2 when it comes to combat abilities.
HP: 450
Strength: 40
Hunger Rate: 6000 (3)
Training Cost: 12 (1000-20000)
Pay: 50
Spells: Lvl 1 Swing Weapon, Lvl 4 Speed, Lvl 7 Fireball, Lvl 10 Grenade.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 2 (18)
Attract: 1 tile Workshop
Spider - These arcanids are the start of most of your troubles. The INSTANT a spider and a fly are in the same room, you've got trouble. Spiders are a useful counter to enemy flies and/or a replacement for the beetle, but if you like flies, ditch the spider or vice versa.
HP: 400
Strength: 40
Hunger Rate: 7000 (2)
Training Cost: 18 (1000-20000)
Pay: 25
Spells: Lvl 1 Unarmed Combat, Lvl 2 Slow, Lvl 4 Freeze, Lvl 8 Hailstorm
Lair Enemies: Fly
Lair Size: 1
Scavenge Value: 2 (12)
Attract: 9 tiles of Lair, 9 tiles of Hatchery
Demon Spawn - Demon Spawn mark the start of an actual fighting force. Paired with Sorcerors, these make excellent frontline soldiers once trained up to Level 7 as they can heal most of the damage dealt to them. They also have the added bonus of becoming Dragons if they continue training at Level 10. This allows you to more readily get Dragons, which are nigh-invulnerable siege engines for most of the game. Indeed, there are few foes that a Dragon can't tangle with.
HP: 325
Strength: 50
Hunger Rate: 6000 (2)
Training Cost: 15 (1000-20000)
Pay: 70
Spells: Lvl 1 Attack, Lvl 4 Missile, Lvl 7 Heal.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 2 (16)
Attract: 1 tile Lair
Dragon - Dragons are the best creature you can get without including the Reapers, the Avatar or the nigh-immortal Vampires. Once you get one, you'll attract a lot, so be forewarned that these guys tend to eat up living space. Each one need _4_ lair tiles all to themselves. At level 2, they gain Heal. Attracting them is easier after you spend the time training up a Demon Spawn.
HP: 900
Strength: 90
Hunger Rate: 8000 (4)
Training Cost: 40 (1000-20000)
Pay: 350
Spells: Lvl 1 Flame Breath, Lvl 2 Heal, Lvl 3 Grenade, Lvl 7 Meteor, Lvl 10 Word of Power.
Lair Enemies: None
Lair Size: 4
Scavenger Value: 5 (35)
Attract: 25 tiles of Treasury, 15 tiles of Lair
Bile Demon - These odorous monsters make for excellent endurance fighters, deal heavy damage to enemies and have gaseous spells at their command. They are also useful in the workshop. The only problems are that they require a lot more food than other creatures and are the slowest creatures you have under your control. But in this game, they are WELL worth their cost as they are one of the few creatures not affected by wind spells.
HP: 1200
Strength: 80
Hunger Rate: 4500 (6)
Training Cost: 38 (1000-20000)
Pay: 98
Spells: Lvl 1 Swing Weapon, Lvl 2 Poison Gas, Lvl 4 Crazy Gas, Lvl 7 Grenade.
Lair Enemies: Skeleton
Lair Size: 2
Scavenger Value: 1 (30)
Attract: 25 tiles of Lair, 25 tiles of Hatchery
Dark Mistress - These lovely lasses are a wonderful addition to any dungeon. Their ability to use lightning is especially useful as most levels have some water, which doubles the effectiveness of their spells. In their off time, they spend their time in the torture room. This is the ONLY creature who actually likes getting slapped. Above level 8, they can trash a prison if caught, so if you catch an enemy mistress, toss her into the torture chamber QUICKLY.
HP: 700
Strength: 60
Hunger Rate: 8000 (3)
Training Cost: 24 (1000-20000)
Pay: 175
Spells: Lvl 1 Swing Weapon, Lvl 6 Lightning, Lvl 7 Speed, Lvl 9 Drain, Lvl 10 Teleport.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 3 (25)
Attract: 9 tile of Torture Chamber
Skeleton - These boney warriors are quite useful in Dungeon, but oddly, they and Bile Demons hate each other. One would think that being comprised of bone, skeletons wouldn't be against anything in particular, but I guess the farts of Bile Demons gets to them. Or maybe the fact that they can't eat while the bile demons gorge themselves pisses them off. Or maybe Bile Demon just keep breaking them. For whatever reason, keep these two as far apart as you can. Place your workshop and prison on opposite sides from each other and make separate training rooms.
HP: 500
Strength: 55
Hunger Rate: 0 (0)
Training Cost: 20 (1000-20000)
Pay: 70
Spells: Lvl 1 Swing Weapon, Level 5 Armor, Lvl 10 Lightning.
Lair Enemies: Bile Demon
Lair Size: 1
Scavenger Value: 1 (15)
Attract: Made from Prison victims.
Ghosts - There are those who say you can't kill what's already dead. To these people, I laugh. Laugh, laugh and laugh while they back away. Why? Because I'm palming a stilletto, but that's not important. It is possible to kill the dead. Ghosts are ethereal creatures who can help out in the library. They're made when someone dies in the torture chamber. Don't confuse a ghost with a Floating Spirit, though. Spirits are different.
HP: 200
Strength: 20
Hunger Rate: 0 (0)
Training Cost: 20 (1000-20000)
Pay: 20
Spells: Lvl 1 Unarmed Combat, Lvl 1 Rebound, Lvl 3 Invisibility, Lvl 6 Wind, Lvl 8 Drain.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 3 (10)
Attract: Made from Torture Chamber victims.
Vampire - These undead lords cannot be killed permanently, save by Monks, if they revive too often (they lose a level for every revival) or if their graveyard is sold. Vampires don't come through the portals, but rather come out the graveyard when sufficient corpses are placed in them, which is odd, because they'll still claim a lair. They learn their rebirth technique at Level 3. They also hate Sorcerors, so like with the Bile Demons and Skeletons, KEEP THEM APART.
HP: 800
Strength: 70
Hunger Rate: 6000 (2)
Training Cost: 50 (1000-60000)
Pay: 750
Spells: Lvl 1 Unarmed Combat, Lvl 2 Fly, Lvl 3 Slow, Lvl 4 Teleport, Lvl 5 Heal, Lvl 6 Drain, Lvl 7 Armor, Lvl 8 Wind, Lvl 10 Word of Power.
Lair Enemies: Sorcerors
Lair Size: 1
Scavenger Value: 8 (25)
Attract: 30 tiles of Cemetary, 9 tiles of Lair
Hellhound - Hellhounds have two heads and are frequently in the Scavenger room. They're also summoned by the Scavenger room's presense. They're quite useful for speeding up the graveyard's decomposition process as well. How? By peeing on the corpses, of course. Yes, there are sprites for the hellhound peeing. Hey, it was hilarious back when it was made, okay?
HP: 600
Strength: 55
Hunger Rate: 6000 (3)
Training Cost: 14 (1000-20000)
Pay: 67
Spells: Lvl 1 Unarmed Combat, Lvl 3 Speed, Lvl 5 Fire breath.
Lair Enemies: Demon Spawn
Lair Size: 1
Scavenger Value: 3 (16)
Attract: 9 tiles of Scavenger Room
Tentacle - Tentacles are strange creatures. Imagine, if you will, a pyramid. Now, at each corner at the base, replace the corner with a stubby leg, then replace the top with a claw, then place a row of back-spikes running up the opposite side from where the claw is pointing. That's what a tentacle looks like.
HP: 700
Strength: 50
Hunger Rate: 8000 (1)
Training Cost: 14 (1000-20000)
Pay: 45
Spells: Lvl 1 Unarmed Combat, Lvl 5 Freeze.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 2 (8)
Attract: 9 tiles of Temple, 9 tiles of Lair, water.
Orc - These purple hammer-wielding warriors are very useful as they quickly gain Speed. This makes them very valuable in the early half of the game. They're better than the Troll in combat.
HP: 700
Strength: 65
Hunger Rate: 7000 (2)
Training Cost: 15 (1000-20000)
Pay: 95
Spells: Lvl 1 Swing Weapon, Lvl 5 Speed, Lvl 7 Armor, Lvl 9 Grenade.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 2 (20)
Attract: 9 tiles of Training Room, 1 tile of Barracks
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Tunneler - These guys are almost identical to the Imp. The only difference is the tunneler is so much more tougher while the imps can move faster earlier and don't cost a dime to upkeep.
HP: 350
Strength: 40
Hunger Rate: 5000 (2)
Training Cost: 10 (1000-20000)
Pay: 50
Spells: Lvl 1 Unarmed Combat, Lvl 10 Teleport.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 1 (10)
Attract: N/A
Thief - Thieves are the bane of any cash-dependent dungeon. I don't know if they actually steal from you as I always kill them before they get the chance. They grow up to be Knights, though.
HP: 250
Strength: 30
Hunger Rate: 5000 (2)
Training Cost: 12 (1000-20000)
Pay: 57
Spells: Lvl 1 Swing Weapon, Lvl 4 Speed, Lvl 7 Invisibility, Lvl 10 Rebound.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 2 (8)
Attract: N/A
Dwarf - Dwarves are MUCH more dangerous than their descendents in DK 2. These warriors are twice as powerful as a Thief and thus, should be crushed quickly with overwhelming force. However, their effectiveness makes them useful converts. They're cheap to train and pay.
HP: 500
Strength: 50
Hunger Rate: 5000 (2)
Training Cost: 5 (1000-20000)
Pay: 35
Spells: Lvl 1 Swing Weapon, Lvl 4 Armor, Lvl 7 Rebound.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 1 (6)
Attract: N/A
Archer - Archers are irritating dorks when they're your enemy. Though they _are_ good support, their effectiveness in winding cooridors is limited.
HP: 300
Strength: 20
Hunger Rate: 5000 (2)
Training Cost: 8 (1000-20000)
Pay: 60
Spells: Lvl 1 Unarmed Combat, Lvl 1 Fire Arrow, Lvl 4 Navigating Missile, Lvl 6 Speed, Level 8 Slow.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 2 (8)
Attract: N/A
Wizards - Wizards are better versions of Sorcerors. Unlike Sorcerors, Wizards don't have a problem working with Vampires and are thus, much more useful.
HP: 350
Strength: 20
Hunger Rate: 5000 (2)
Training Cost: 30 (1000-20000)
Pay: 125
Spells: Lvl 1 Unarmed Combat, Lvl 1 Missile, Lvl 3 Fireball, Lvl 4 Rebound, Lvl 5 Heal, Lvl 6 Freeze, Lvl 7 Hailstorm, Lvl 8 Drain, Lvl 9 Slow, Lvl 10 Meteor.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 4 (25)
Attract: N/A
Witch - Witches are equals to the wizard, save in two fields: They can fly, Wizards cannot; Wizards have more destructive spells.
HP: 300
Strength: 20
Hunger Rate: 5000 (2)
Training Cost: 16 (1000-20000)
Pay: 75
Spells: Lvl 1 Unarmed Combat, Lvl 2 Fly, Lvl 3 Poison Cloud, Lvl 4 Rebound, Lvl 5 Wind, Lvl 7 Lightning, Lvl 8 Heal, Lvl 9 Navigating Missile, Lvl 10 Hailstorm.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 3 (20)
Attract: N/A
Barbarian - These giant oafs are not to be confused for Giants. Though their stature is the same, Barbarians have vastly different powers.
HP: 700
Strength: 60
Hunger Rate: 8000 (2)
Training Cost: 40 (1000-20000)
Pay: 95
Spells: Lvl 1 Swing Weapon, Lvl 6 Armor.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 1 (18)
Attract: N/A
Giant - These juggernauts are almost as powerful as the Lord of the Land. Being able to take these titans down is a sign that you're more than ready to take on the LotL.
HP: 650
Strength: 100
Hunger Rate: 5000 (3)
Training Cost: 35 (1000-20000)
Pay: 43
Spells: Lvl 1 Unarmed Combat, Lvl 10 Speed.
Lair Enemies: None
Lair Size: 2
Scavenger Value: 2 (25)
Attract: N/A
Monk - The antithesis to the Vampire, these holy men can kill vampires permanently... I believe. They have that power in DK 2, but I'm unsure of it's in DK 1 as I've never seen a monk and a vampire tussle. I find myself without Vampires quite often as I prefer to capture and convert rather than deal with the hassles of getting Sorcerors and Vampires to get along.
HP: 325
Strength: 40
Hunger Rate: 5000 (2)
Training Cost: 12 (1000-20000)
Pay: 75
Spells: Lvl 1 Unarmed Combat, Lvl 2 Heal, Lvl 3 Armor, Lvl 4 Slow, Lvl 5 Missile, Lvl 7 Drain, Lvl 9 Hailstorm, Lvl 10 Word of Power.
Lair Enemies: Sorceror
Lair Size: 1
Scavenger Value: 3 (15)
Attract: N/A
Knight - The Lord of the Land is always a knight. This is because they are second only to the Avatar and the Reaper in power. Indeed, a Knight might not have the out and out HP or power of a Reaper, but he certainly is a useful alternative when selecting a monster to move onto the next level.
HP: 950
Strength: 80
Hunger Rate: 5000 (2)
Training Cost: 40 (1000-20000)
Pay: 540
Spells: Lvl 1 Swing Weapon, Lvl 4 Rebound, Lvl 7 Heal.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 0 (30)
Attract: N/A
Fairy - The Fairy is always among my top picks for minions and there's a reason for that. They can be listed with the hardcore spellcasters like the Wizards, Sorcerors, Witches and Vampires. While not especially bright or long-lived at weaker levels, once they've become 3rd level, they become infinitely more useful. They are also one of the best creatures for the poor keeper as they don't cost much for Scavenging or Training and are easy to feed.
HP: 150
Strength: 10
Hunger Rate: 5000 (1)
Training Cost: 4 (1000-20000)
Pay: 59
Spells: Lvl 1 Unarmed Combat, Lvl 3 Drain, Lvl 4 Lightning, Lvl 5 Heal, Lvl 6 Invisibility, Lvl 7 Navigating Missile, Lvl 8 Rebound, Lvl 9 Meteor, Lvl 10 Freeze.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 1 (4)
Attract: N/A
Samurai - These oriental warriors are pretty powerful Their attacks are many and varied and they become dangerous at Level 6.
HP: 700
Strength: 80
Hunger Rate: 8000 (3)
Training Cost: 50 (1000-20000)
Pay: 195
Spells: Lvl 1 Swing Weapon, Lvl 5 Sight, Lvl 6 Lightning, Lvl 7 Speed, Lvl 9 Freeze.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 3 (30)
Attract: N/A
Avatar - The most powerful creature in the game, he can tussle with two Reapers, a Witch and nine Dragons with lightning bolt support from the keeper for close to NINE MINUTES. There is no other way to describe how useful and dangerous the Avatar is to have on your side.
HP: 3000
Strength: 1500
Hunger Rate: 10000 (4)
Training Cost: 100 (1000-20000)
Pay: 1200
Spells: Lvl 1 Swing Weapon, Lvl 2 Armor, Lvl 4 Heal, Lvl 6 Freeze, Lvl 7 Drain, Lvl 8 Navigating Missile, Lvl 9 Invisibility, Lvl 10 Word of Power.
Lair Enemies: None
Lair Size: 1
Scavenger Value: 0 (50)
Attract: N/A
Floating Spirit - Essentially useless. I'm unsure where these things came from or what purpose they might serve, but they exist and die quite quickly. Probably something to give you the impression that the enemy has a ghost.
HP: 1
Strength: 1
Hunger Rate: 0 (0)
Training Cost: 0 (0)
Pay: 0
Spells: None.
Lair Enemies: None
Lair Size: 0
Scavenger Value: 0 (0)
Attract: N/A