Hive Keeper (Worm/DungeonKeeper/WFTO Alt!Power)

I’ve had writers block for over a year on ch16. What solution would you all like to see?


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My intuition is that the availability of Empire skins in skirmish is meant to represent the player playing as the Empire, not to indicate that Reskin can achieve that.

That said, it feels plausible that Reskin could look like a non-fantasy-genre analogue of the demonic literary/narrative niche. Stormtroopers, maybe, or the Borg.
 
My intuition is that the availability of Empire skins in skirmish is meant to represent the player playing as the Empire, not to indicate that Reskin can achieve that.

That said, it feels plausible that Reskin could look like a non-fantasy-genre analogue of the demonic literary/narrative niche. Stormtroopers, maybe, or the Borg.
Or it'll end up with the creatures wearing the campy 60's sci-fi bubble helmets and space suits.

Which would be hilarious IMO.
 
That. Is horrifying.


Please tell me Taylor won't get it?
NOBODY needs the nightmares from actually seeing one of those.
(WHY CAN'T I STOP IMAGINING IT EATING FLEEEEEEEEEESH)
 
Well WFTO has that second one covered already:



(Well OK, maybe not quite an accurate depiction of Pliny's unicorn, but.... :p )
Taylor should totally summon that nightmare unicorn though, in an omake maybe. It'd be hilarious.
The In Text description is something like "Dragon Pony" and she goes "Oh! Pony! And Dragon! That sounds cute, I'll summon one for Vista"

Cue nightmare screaming. (Though Vista would probably love a Nightmare)
 
Chapter 13
Heya folks! Hope everyone had a fun Halloween despite 2020's best efforts to the contrary. Here's the next installment. It would actually be a much longer chapter --I have quite a bit more written for Taylor's construction efforts-- but during a revision that ending just kind of... happened. And stuck. It turned out to also be a solid natural breaking point, and I decided what the heck, I'll cut it off there, because I'm evil.

Hopefully though, this'll mean I'll have another update much sooner rather than later, as it's pretty much totally planned out and also more building and strategizing on Taylor's part.

Oh, and one last thing: For those of you who actually find the Codex entries interesting, I'll be FINALLY posting the Rooms, Etc one right after this chapter. All that's left is the formatting, which I'll be hopping right to doing as soon as this goes up. So check the informational threadmarks after you're done reading, if you want :)

Enjoy!



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Chapter 13
Saturday, January 22nd, 2011
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"—ylor!"

A worried voice intruded on the pleasant nothingness Taylor had been experiencing, replacing it with something not unlike a series of marching bands having a party inside her skull.

She stirred with a groan, and opened her eyes.

"Oh thank god, Taylor," came the relieved voice of her father. "I was worried that.... Please don't scare me like that again."

She looked... up? at her dad and blinked owlishly. At some point she seemed to have fallen over, and her dad had tried to awkwardly keep her propped up, without a whole lot of success.

Taylor clutched weakly at her head, scowling. "Ow. OK, next time I do that, make sure I have more mana available."

"Mana? What?" her dad asked, looking confused.

"The... stuff my powers run off, remember?" she replied. "Almaric told us about it. I think I basically pulled my mana muscle. My head is killing me."

She groaned again and struggled to her feet. "At least if its anything like last time, it'll clear up soon enough though. Ow." She clutched at her skull again.

"Are you sure—?"

Taylor waved him off with her free hand. "I'm not made of glass, dad, it's just a headache. I'll be fine. Eventually. How long was I out, anyway?"

"Only about ten seconds," he admitted.

"See? It's fine," she grumbled. "Now... let's see how it all turned out...."

Giving herself a bit of a shake, she looked around her new core chamber.

The room itself was a good twenty-five feet across, and where the dais for her new Arcane Core ended, the floor seemed to have changed into a series of over-large, smooth, dark granite tiles, each with a tiny hexagon of polished amethyst set in the center. Each tile was also lined with highlights of what, to Taylor's eye, looked to be actual silver, something that made her snort with amusement internally. How and why her power would just whip up silver out of nothing, just for flooring, but require her to use metal stocks if she wanted to build freely standing decorations, she had no idea.

It was probably something to do with pandering to the whole 'evil overlord' vibe.

Turning her gaze to the walls, Taylor saw that they too were formed of smoothed granite. Here and there were scattered a number of decorative half-columns and archways, each one extruded slightly from that very same granite and bordered with the same thin silver lines as the floor. In addition, every other archway appeared to feature shallow alcoves lined with shelves containing a random assortment of papers, books, and scrolls.

Lighting meanwhile was provided not by torches or lanterns, but by something that honestly hadn't even occurred to Taylor to try. For whatever reason, her power seemed to have taken a cue from both the three huge amethyst pylons that flanked her core, and the upwelling of blue energy that swirled beneath it, and had inserted into the archway keystones what appeared to be large, polished hexagon cuts of blue amethyst, a rarity that Taylor had only ever seen once in her life, at a geology exhibit downtown. These hexagons were glowing, radiating a soft, blue-white glow that when mixed with the darkened, angular stone of the walls and floor created a mildly-unsettling atmosphere that nevertheless still allowed for full visibility.

Her father, seemingly reassured at least for the moment, had joined her in her inspection of the room, and chose that moment to speak up.

"Well," he declared, "I have to admit, your power definitely has a flair for melodramatics. Mind you, I guess that fits the 'evil overlord' theme to a T. I hope you can tone it down a little for the PRT."

"I probably can," Taylor replied absently as she stepped over to one of the shelves lining the alcoves.

Curious about the books' contents, she selected one at random and opened it to the middle. That turned out to be a mistake, because immediately her headache flared up to a level nearly twice as bad as before: the inside of the tome was filled with an unnatural, constantly-changing script that seemed to squirm and writhe.

She squawked in protest and slammed the book —and her eyes— shut, and the additional pain swiftly receded. Since the tome itself didn't feel like something that was Claimable, she hastily shoved it back onto the shelf where it came from.

"Lesson learned, don't try and read those," she informed her dad, before he could ask. She took a few quick deep breaths and massaged her temples before she opened her eyes again. "Things not meant for the mortal mind, and all that."

Her dad just raised an eyebrow at her.

"And you expected otherwise?" he asked with an amused smirk.

Taylor rolled her eyes at him. "Yeah, yeah."

"So, what's next?" he asked. "Or do you want to take a break? That looked like it took a lot out of you. I don't want you pushing yourself too hard, and you've—"

"Dad, I'm fine," she insisted. "Seriously. Stop worrying; I just need to sit for a few minutes and let my mana recover."

Suiting action to words, Taylor placed a hand against the wall to steady herself, sent out her mind to the church dungeon —which really needed a name— and grabbed two scoops' worth of wood and metal. Snapping back to herself, she then deposited the ghostly handfuls around her core and used some of it to recreate a pair of the thrones she'd made previously.

She waved for her father to take one, sank down into the other, and then promptly closed her eyes, deliberately losing herself in the mesmerizing thrum of power that was exuding off her new Arcane Core.

It was relaxing.

So relaxing, in fact, that it wasn't until Taylor was hit by a succession of completed research projects injecting new knowledge into her mind over the course of about half an hour, causing her dreams to take a turn for the bizarre, that she woke up and realized she'd fallen asleep.

It must have been for some time, too, since her dad was no longer present and to her dungeon-senses was instead sitting in front of the TV in their living room. Somewhat bleary-eyed, Taylor staggered her way back down the too-wide hall carved by her core's passage, where she discovered that the tunnel down from the basement had seemingly transformed into some kind of magical elevator. To her sleep-addled mind it looked a bit like an overly-large closet, if a closet was a free-standing structure formed of granite archways, and one filled not with clothes but a swirl of purple-blue energy.

OK, maybe it was more of a portal than an elevator, but either way, props to her dad for figuring that out and being willing to just step inside. At least that explained how he'd gotten back to the house.

Steeling herself for potential disorientation that never came, Taylor stepped into the gateway and back out into her basement, which she was pleasantly surprised to see had been completely restored to normal. Barring, of course, the addition of the mystical gateway now standing behind her.

Taylor exited the basement, passing through the kitchen and into the living room, where she was greeted by her father.

"Had a nice nap?" he asked her, looking amused.

"Yeah, yeah, fine, you were right," she grumbled with a yawn. At least the massive not-headache of stressing her mana reserves was gone now. As was the actual headache that she'd developed from running out entirely.

His grin widened and he cupped a hand to his ear. "What was that? Did I just hear—"

Taylor interrupted him by blowing a raspberry at him, followed by rolling her eyes, causing him to cut off with a snicker.

"Well you looked like you needed it and I didn't want to wake you," he said. "So decided to leave you to it."

Taylor rubbed sleep from her eyes, grimacing as her stomach rumbled. "Mmm. What time is it, anyway? I'm starving."

"Roughly 8:30," he replied. "I made dinner an hour ago. There's a plate for you in the fridge."

"Ah, thanks."

She returned to the kitchen, discovering that her dad had made grilled salmon with mango salsa and rice. Nice. She wrapped the fish in foil and popped it into the oven at low heat for several minutes, and then sat down to eat while she contemplated her next move.

The new knowledge that had been so rudely shoved into her brain covered three subjects.

The first and most important of these was the prison layout she'd asked for, which she definitely needed to build at the church ASAP. It was a high enough of a priority that she was seriously considering whether or not it might be prudent to go back and take care of it tonight. Unfortunately the buses would be closing down for the evening soon, and she had other things to get done as well, such as filling out her new dungeon and making sure her spells and schematics were secured first. She'd ask her dad for his thoughts on that in a bit.

Speaking of schematics, her goblins had apparently finished both traps she'd requested. The first was pretty basic, and one she immediately realized had potential: a tar trap. It was basically a wide but extremely shallow pit filled with thick, sticky tar. The floor of the pit meanwhile was lined with magic-fueled heating elements that kept the tar —and the floor beneath it— hot enough to make it seriously uncomfortable to walk over, meaning that any attempt to cross it would be seriously impeded, even painful, without actually inflicting any kind of lasting harm.

Just the sort of thing to put in front of her other new trap: the bombard.

The bombard was a 'trap' that would likely prove equally as deadly as the blade lotus, being effectively an automated cannon turret that shot flaming balls of scrap metal. They were a little over waist-high, with a wide copper barrel and an extremely heavy shield plate that covered the emplacement's lower parts. If Taylor so desired, they could even be overcharged to increase their rate of fire —normally about once a second— which necessitated the opening of panels that lay atop the barrel so it could vent more heat. Doing so tended to cause them to start melting down after awhile though.

Taylor could immediately imagine placing down tar traps in front of something that fired flaming cannonballs. Get stuck in the tar, and oh look, even if you survived getting shot, now the tar is on fire, with you in it.

Yeah that was probably not going to be particularly fair. Which was, of course, entirely the point, although it was still a little too lethal for Taylor's taste. Maybe she should ask about traps that would just tase people?

Well, at least she could mix the tar traps with the gas ones for 'easy' courses. That would really suck to get caught in, but would be highly unlikely to kill you outright.

Taylor gave a bit more thought to various combinations of rooms and traps while she ate, but ultimately didn't come to any real conclusions beyond that she really needed to ask Almaric about whether or not her powers prevented mental health issues along with healing the body; after all, falling into a pool full of burning tar was pretty much a one way ticket to some serious PTSD or the like, irrespective of whether or not you survived the experience.

Shaking her head, Taylor rinsed and set aside her dishes, then informed her dad that she was getting back to work.


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"Alright. First things first," Taylor muttered to herself as she strode back out of the lower portal.

Before she could get started, she needed to prevent her workers from wandering too far down the hall. No sense in them trying to reinforce the walls when she wanted them to dig, and she really didn't want them accidentally wandering into the house above. Or worse, purposefully, because one of them decided her mother's flute or jewelry box was treasure to process or something.

Fortunately for both Taylor and her father's piece of mind, there was a simple solution to this problem. One of the default spells that Taylor had been given access to, but up til now she hadn't had a reason to use, was the rather ridiculously named 'Impasse': the primary use of which was to designate an area of ground as forbidden to her imps in one way or another. Even better, it didn't cost mana to maintain, and she could drop as many of them as she needed to around the place.

Taylor walked until she was perhaps a hundred feet down the tunnel from her core. There she cast her spell, and Taylor smiled in amusement when she saw that it manifested in a manner not unlike Rally, creating a physical manifestation in the the form of a banner. This one sported a stylized smiley-face that was clearly supposed to be one of her imps, with a large red 'X' superimposed over it.

She reached out with her mind and with an effort of will, toggled the flag from 'prevent territorial claiming' to 'prevent passage', which would bar her imps from stepping anywhere within about ten feet of the Impasse flag.

With the house safely blocked off, Taylor then summoned a solid dozen imps, noting with some surprise that the act had barely affected her mana reserves. These imps she immediately put to work, ordering them to begin carving chambers out of the dirt and rock around her core.

Since this dungeon would, hopefully, have no need for byzantine defenses, her initial rooms were relatively simple and well-organized. Each one would be a similar size to that of her Core Chamber, roughly twenty-five feet across, and she ordered them constructed as a ring of eight rooms, with her Core Chamber forming the ninth in the center of the grid.

Taylor's imps cheerfully went to work with a will, practically carving their way through the earth like it was little more than soft cheese. Stone and earth crumbled swiftly, reduced to dust, which itself became nothing as tiny amounts of stone and occasionally even metal appeared in the imps' packs. In only a few minutes, the herd of workers reduced an area roughly equivalent to that of her core chamber to an open space, and began claiming it. Floors, walls, and ceilings melted and flowed, until with the sound of numerous chimes they transformed, taking on the same general look of the rest of the dungeon.

The entire process took maybe five minutes. Taylor wasn't sure if she should be impressed, or appalled. The sheer scale of destruction just her imps, the lowest of her minions, could cause was, well... frightening, to say the least.

Not that she was going to let that stop her. Thus it was that roughly thirty minutes later Taylor had carved out her ring of eight rooms, and then for good measure added an additional four, extra-large, rectangular rooms that formed a square ring around the inner eight.

Once that was done, she unsummoned half of the imps, leaving a basic workforce of six to deal with any grunt-work needed, like maintaining the meat cannon she'd need to install to provide meals for her researchers.

Then it was time to start filling out the rooms. First, Taylor used a chunk of the remaining stone and wood that was still sitting in her core chamber to conjure up a proper treasury, one made from simple floor of tiled marble, which she placed down in the center-south inner room. Or at least, south from the general perspective of where her core had moved to. It wasn't exact, but Taylor knew that the front door of her house faced more or less to the west, and when her core had begun plowing sideways through the earth it had moved in the same direction, thus placing the exit tunnel on the 'eastern' side of the dungeon.

As far as Taylor's own mental map was concerned, that meant the treasury was placed to the south.

Once it was in place, Taylor began shoveling resources between the church and her new dungeon. The lion's share of the gold and metal from Squealer's truck was shifted over, which cascaded out of thin air into several impressively large piles coins and metal ingots. This was followed by roughly half her available stone, and all of her remaining wood.

The wood in particular she would need to prioritize replacing, as she'd been using it fairly liberally ever since rooting up several overgrown bushes in the docks, and hadn't acquired much more than a few logs during her earlier experimentation. That, and what she expected to need for her new dungeon was going to consume a fairly significant quantity of the stuff.

The next few rooms she laid down covered the essentials: A lair for her researchers to sleep in, which she placed in the southwest room; a tavern to process food, placed in the southeast; and a slaughterpen which was placed in the room above the tavern, in the eastern room of the inner ring. That would cover immediate needs of food, rest, and presumably, wages.

Next Taylor began constructing her research rooms in the larger outer ring. She began with a foundry in the western wing, which was then followed by an archive in the southern one, thus placing her two primary research rooms as close to the living spaces as possible.

Here it was that Taylor ran into an unexpected problem: she ran out of wood before the archive was complete.

She grumbled to herself a bit at that, realizing that while she'd scavenged quite a lot of metal, gold, and stone over the past few days, she really had kind of slacked off on acquiring more wood apart from the handful of bushes and loose bits of wreckage she'd unearthed whole wandering around with Aegis. She'd gotten some from Squealer's truck, because apparently plastic counted as wood, but it hadn't been much, and she'd been critically low to begin with.

Ah, well. She was moving her research program over here anyway, right? She could just sell off the old archive and use that wood to finish this one. No sense leaving the wood spent there at the church on something she wasn't going to be using.

Taylor snagged Almaric and transferred him over. It took the warlock a brief moment to get his bearings, after which he turned to her.

"Mistress?" he inquired.

Taylor gestured around them. "As you can see, I am preparing a new, safer location for you and the others to perform your research. As we are currently low on the required resources, I will momentarily be dismantling the old archive to reclaim its contents. I want you, the nagas, and the goblins I have on research duty to round up the scrolls so that they can be transported here and bound to the new archive once I'm finished."

"Certainly, mistress."

"Last of all, is there anything special that needs to be done to station you and the others here on a more permanent basis? I recall you implying something about my servants being bound to a specific dungeon."

"Ah... yes, Mistress," the warlock replied with an apologetic bow. "While there is nothing stopping us from performing our duties here, in order to be able to draw upon the mana of a new Dungeon Core instead of the previous, you would need to bind us to it with the spell known as Transfer Creature."

"How soon could you get that done?" Taylor asked him.

"Relatively quickly, my queen. Several hours, at most; much sooner with additional aid. As I mentioned previously, I am well-versed in magical contracts, and the process is highly similar."

Taylor hummed to herself in thought.

"Is there anything else I could summon that might have a related specialty?" she asked. "I have yet to decide on the full extent of what I will be building today."

"I'm afraid I can only think of one that is readily available based on your existing dungeon, Mistress. My somewhat less mystically-inclined counterparts, the cultists, sometimes specialize in various types of summoning rituals to be performed in their sanctuary. Their expertise on summoning and binding creatures could perhaps be of some use."

"What of ones I can't currently summon?" Taylor asked.

Almaric thought for a moment, stroking his goatee. "Well... ideally for such a spell you would want a Dark Angel, as they are potent spellcasters who are infinitely knowledgeable when it comes to spells in general, second only to an Archon. Most of them are also quite skilled in the area of summoning magic, much more than any mere cultist. However, uncovering the means of acquiring such a being would likely require a significant investment of time, for an Archon even moreso, far more than you would save by including one."

"And less ideally?"

He inclined his head slightly. "A succubus might be able to assist in some minor way, as their specialties are somewhat related to my own. There's a species of ghost called The Black Death that specializes in teleportation, which is also loosely related; if memory serves the spell is often used by Dungeon Lords whose conquests take them far from their home realms. With a Sanctuary and a Graveyard, you could also create vampires, who have a rather... esoteric skill set that would also be applicable."

Almaric then made a face of disgust, one of the first genuinely overt expressions of emotion Taylor had seen from the warlock. "Alternatively, you could acquire the services of a wizard; some of them specialize in the conjuring of elementals, and they make for excellent researchers in general."

Taylor pursed her lips, considering. A cultist sounded the simplest; as Almaric said, she could create one of those easily enough. And it wasn't like she planned on showing everything to the PRT. A few more human-likes weren't going to be a big deal as long as she kept them out of view.

"Ah!" Almaric exclaimed. "There is another that I just remembered would be particularly useful, although they are a bit further out of reach than most of the others. A Spirit Chamber would allow the recruitment of Witch Doctors. While their normal repertoire of spells is limited to healing and physical enhancement, they are also experts in manipulation of the soul, which is, more or less, the root of binding oneself to a dungeon core."

"... what kind of manipulations?" Taylor asked cautiously. Because that sounds kind of dangerous, if true.

"Generally speaking," Almaric told her, "their primary focus is channeling the knowledge and experience of the deceased into their allies, thus preserving it for the tribe across generations, but they have other, related talents. Particularly adept ones are occasionally known to be capable of resurrecting the dead."

Taylor stilled.

That... that was huge. There were supposedly capes out there capable of reviving themselves after being killed, and of course there were the Butchers, who allegedly kind of lived on after death. But outside of cloning Taylor didn't think there had ever been any capes who could bring other people back to life, and cloning didn't really count anyways.

Healing was a big deal in general, but resurrection? That was so huge that it rocketed right past 'Wow that is a really valuable power' straight on to 'people will literally kill to get access to this.' If that got out the reaction would be insane. Certainly Taylor herself would have given just about anything to—

Her thoughts screeched to an abrupt halt. Sheer, overwhelming, unadulterated emotion welled up within her, and Almaric tried to ask her something with a concerned look on his face but she didn't notice as all the fear, sorrow, bitterness, and resignation that had haunted her over the past few years came suddenly crashing back. Except that this time, all those negative emotions she'd been drowning in for so long were met by a pure, shining hope the likes of which she hadn't felt in, well, ever.

Taylor began to tremble violently, and her limbs felt like lead. Her eyes filled with tears, and she was forced to covered her mouth to hold back the sob threatening to break free. She had to ask. She had to. The very idea of the answer she'd probably get terrified her, because there was no way in a million years she could ever be that lucky. Miracles like that just. didn't. happen. But she couldn't not ask. She needed to know, craved the knowledge on a level that she simply couldn't deny.

She asked.

Almaric answered.

For the second time that day, Taylor's eyes rolled up into her head as she slumped to the floor and blacked out.
 
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An update! :) And one ripe with opportunities and possibilities. Wow, Annette? Often discussed but rarely seen.
 
Oof. Hope for Resurrection is always a shock to the system.

Can't wait to see the chaos that brings to the bay. I suspect if cauldron finds out, they'll want Hero back.
 
Note that this doesn't let you get back everyone. In particular, anyone who got blown up by their Simurgh-exposure safety armband is gonna have to stay dead.
 
Game Codex Part 4: Rooms and Related Miscellany
Finally got around to putting this out. Digging up all that info took... quite awhile, lol. Including spending a bunch of time replaying a few things. Glad I did it though, learned a bunch of interesting details that might come in handy down the line.
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Part 4 of the Dungeon-Sim Game Codex: Rooms and Related Miscellany
Much like with other codices, due to the sheer size I've put the section descriptions & explanations first, and the lists afterwards in spoilers.

So... What does this codex cover?
  1. Efficiency
  2. Rooms
  3. Props
  4. Shrines
  5. 'Evilness Generators'
  6. Dungeon Cores & Themes
  7. Terrain Types
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Rooms, Props, and Efficiency
In this codex we get into the meat of what Dungeon Management games are all about — building rooms.

So what constitutes a 'room' in a dungeon sim, and what are they for? The answer is pretty simple: a room is any continuous set of tiles of the same 'type' that performs a specific function. Note that while most players (and often the AI) will build a lot of discrete 5x5 or 3x3 grids, in pretty much all of the games they can be of any shape, with a few caveats.

The biggest of those is that most rooms require what are also known as 'props', also sometimes called 'workstations', or 'widgets', in order to function. (I'll be using 'props', as that's the WFTO designation). These range anywhere from minion-created sleeping spots in a Lair or Graveyard, to single large props like the Tavern's meat cannon, to training dummies in the barracks. Generally speaking, there's usually a 1-1 or a 2-1 ratio of how many minions can work a given prop.

Generally, props in DK, DK2, and WFTO all require a 3x3 set of tiles surrounded by empty space, with the prop automatically appearing in the center. The empty spaces can overlap, and usually the rooms auto-optimize placement, meaning a 5x5 Archive will contain 4 lectern props.

In Dungeons 2 & 3, props are usually somewhat larger, typically taking up somewhere between a solid 3x3 or 4x4 area of a room, with 'empty' tiles of the room being dedicated to storage of whatever that room produces / stores.

Apart from props, the second major important factor when it comes to constructing rooms is what's known as 'room efficiency'. Efficiency has been a stat in almost every game, although what exactly it influences and how you improve it has varied widely. By and large however, efficiency dictates how fast tasks can be completed by minions making use of props, and in some cases it also affects things like room capacity, such as in the case of DK1's Treasury. This can make it a very important part of designing a room layout if you want it to perform as fast as it can.

How exactly room efficiency is calculated has varied from game to game. In DK, for instance, individual tiles had efficiency that looked for nearby same-type tiles, as well as what kinds of walls were nearby. In WFTO, efficiency is instead determined by the proximity of walls and doors to each individual prop. In Dungeons 3, all the game cared about was that the room was fully enclosed, with any combination of walls and doors, with any tile that is missing greatly penalizing it. And so on.

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Rooms upon Rooms upon Rooms.
OK, this is the meat of this codex, and as such it's kind of gigantic, with the entire codex coming in at like 10,000+ words. So this section gets a spoiler all to itself.

Dungeon Keeper 1 Rooms
Nothing particularly special to say here. Rooms available in the game that started it all:

  • Barracks — A rather odd one among the games, which is probably why it was dropped, the barracks allows the player to personally lead forces on raids by the simple means of placing a group of minions within it and then casting Possession upon one of them. This 'room' was notoriously for not working the way it's supposed to, though, with the game claiming a it has a number of functions, none of which seem to work or do so unreliably. Alongside the training room, it's required to attract Orcs. (I ignored this requirement for Taylor, as other games have them but not an equivalent room)
  • Bridge — A simple wooden bridge that can be built across water or lava. It's Claimable, so you can use it to hep you Claim tiles on the other sides of rivers and the like.
  • Graveyard — In Dungeon Keeper, bodies don't just disappear, and your minions find them upsetting if you have a lot just lying around. The graveyard provides a place for them to be interred. For every 10 corpses placed into it, you will also receive a vampire. A cheap and easy way to 'manufacture' vampires was to use imps — simply summon some and arrange for them to get killed in any of a number of creative ways, such as manually-activated boulder traps.
  • Guard Post — Effectively what it sounds like. Stick minions in here to make them stand around guarding the area.
  • Hatchery — Dungeon Keeper's 'food' room, which produces chickens. Having one unlocks Bile Demons and Spiders. (This has been altered for Taylor, who needs other means)
  • Lair — Where your minions go to sleep, or the injured to heal. Having certain pairs of creatures sharing a lair is a Bad Idea.
  • Library — DK's research room, which attracts Warlocks. In DK, minions that are willing to work here will get angry at non-workers passing through, and will tend to cast damaging spells at them to encourage them to leave faster.
  • Prison — A room for storing prisoners, obviously. Of interest is that like in Dungeons 2 & 3, prisoners can simply be allowed to languish until they die, at which time the will rise as Skeletons. Having a prison also unlocks the 'imprison' toggle, which makes it so your creatures will not kill enemies, and instead only render them unconscious.
  • Scavenger Room — A rather horrifying room composed entirely of giant eyeballs waving upon thick stalks of optical nerve. Creatures placed here will attempt to exert mental influence over others of their kind that currently exist on the map, and sway them away from other players or gateways to join your cause. Vampires are particularly adept at this, and if there are no other Vampires to attract, they'll scavenge for any unit type. The Scavenger Room attracts Hounds.
  • Temple — A kind of boring room in DK1, creatures can worship here to increase their general happiness. It also protects them from being scavenged (you get a message when someone else is trying to do that to you), as well as cures the Chicken and Disease statuses. Creatures may also be sacrificed into the waters to gain rewards, but the player has to experiment to find out recipes, and will be penalized by the dark gods for paying improper respect. This room is a requirement for attracting a Horned Reaper or a Tentacle.
  • Torture Chamber — A staple of all the series, this room is usually used to forcible convert to your cause heroes or enemy minions that have been imprisoned. In DK 1 & 2 it attracts the Dark Mistress.
  • Training Room — An absolutely critical room to have, second only to the library, you minions will come here to spend your hard-mined gold, training to increase their XP level. Leveling minions is so important that this room is considered one of the 'basic five', the others being the Lair, Hatchery, Treasury, and Library. Attracts Demon Spawn and Orcs.
  • Treasure Room — Your basic gold storage chamber. Interestingly, room efficiency affects how much gold can be stored on any given tile. A sufficiently large enough treasure room can attract Dragons directly, without the need to level up a demon spawn first.
  • Workshop — Where your mechanically-inclined minions go to produce traps. Unlike the WFTO foundry, this is styled more like a woodworking 'shop. Attracts Trolls and Bile Demons.

Dungeon Keeper Cut Content
I'm unsure how we actually know about these (Edit: Apparently the CE had a 'Goodies Disk' with cut content files), but there are a number of rooms that had been slated for inclusion for the original Dungeon Keeper game, and were for one reason or another cut from final consideration. The information available varies; with some we only know the name, others just the function, and in two cases, actually have a bit of developed content for (namely, the Dragon Chamber has cut Mentor dialogue left behind in the code, and there are images of the Summoning Chamber).

A brief list of the names:
  • Dragon Chamber
  • Infirmary
  • Kitchen
  • Crypt
  • Hive
  • Tomb
  • Summoning Chamber
  • Parlour

Dungeon Keeper 2 Rooms
Dungeon Keeper 2 kept almost all of the same rooms as the first game, with a few additions, and the removal of the Scavenger Room.

I'll only list the changes/additions
  • Casino — New. A happiness-related rooms, most creatures will come here to drink Beer and spend money when they have nothing else to do, allowing you to recover some of their wages. The Keeper can actually adjust payout rates, varying it between degrees of winnings that will either recover more wages for you, or make your minions happier. There's a 1-in-20,000 chance creatures can hit a jackpot, which causes them to go running to the nearest vault to pick up winnings, but also increases their productivity by a massive 35% for the next 60s.
  • Guard Room - Taking the place of the Barracks, this room attracts Dark Elves. It functions much like the Barracks did, allowing you to drop creatures into it who will then begin patrolling the room. It also has a large 'detection radius' that makes it easy for the Keeper to spot incoming enemies.
  • Wooden Bridge / Stone Bridge — The basic DK1 bridge was split into to different versions for DK2. Both can still be built on lava, but Wooden Bridges will eventually catch fire and burn away.
  • Combat Pit - A new room, this is basically an arena you can drop minions into to have them fight each other and gain XP up until level 8. A drawback to this room is that minions will fight until either they are KO'd, or there are no more opponents to fight. This has a side effect of that if you do not have enough imps available, minions can bleed out before they're brought back to their lair to heal.
  • Training Room — In DK2, this room can only train minions up to level 4. It also gains the ability to attract salamanders.
  • Unholy Temple — The Temple's primary purpose apart from sacrifice was overhauled in DK2, while maintaining the same general appearance. Instead of alleviating anger, worship now provides a boost to the Keeper's mana income. Creatures that become tired can also fall into the pools during extended worship sessions, inadvertently sacrificing themselves. As Horny is summoned via spell in DK2, the Dark Angel took his place as being attracted by this room.

Dungeon Keeper World (AKA, Dungeon Keeper Online)
So, seeing as someone has been steadily filling out the Dungeon Keeper Wiki with information from the aborted attempt at a Dungeon Keeper MMO when it was licensed to a Chinese company by EA, I figured I'd include a handful of the additions that seem useful. I have no idea if these are official names, but there's some images and concept art, as well as some vague details. Some of it's useful.

  • Alchemy Room — A place for the Keeper to build potions for their personal use using recipes discovered in the Overworld. (Congrats, Taylor, you can now have an actual Tinker rating!)
  • Furnace Room — For forging gear for the Keeper, also using recipes found in the Overworld.
  • Material Warehouse — Huh. So DKO used more than just gold. Hard to tell exactly, but it looks like Wood, Gems, and two types of Crystal are included. I suspect one of those two is something related to mana. Or a magical metal. No doubt it's used for crafting.

WFTO Rooms
A great many WFTO rooms heavily draw inspiration from Dungeon Keeper ones, so there's a fair bit of conceptual overlap here, even if overall general look of the room and the minions it attracts are different.

  • Alchemy Lab — What fantasy setting is complete without the ability to create potions with magical effects? Although admittedly, in this case, WFTO's 'potions' are more like single-use spells or magic bombs that cost a hell of a lot of gold to make. Crackpots are attracted by and work in this room, crafting the potions you purposefully queue up. Said potions then are picked up directly out of the cauldron prop and dropped, casting them like a spell.
  • Archive — WFTO's version of the Library. Unlike DK, the WFTO research system isn't a strict progression; researchers generate 'Sins' over time, which are then spent on several different branches of a tech tree, with each expenditure partially revealing more of the other trees. Techs don't have true prereqs, you just have to have enough research to have 'revealed' something. Attracts Cultists.
  • Arena — Basically the same as DK's Combat Pit, except for Beast units. Intelligent minions will sometimes observe fights, increasing happiness. While intelligent minions can be also chucked into the arena to duke it out, they gain less experience than from the Barracks, while Beasts don't use the Barracks at all. Attracts Beastmasters, who will forcibly drag your beast minions into the arena to train with them.
  • Barracks — Essentially DK's training room. Attracts Gnarlings.
  • Beast Den — A disgustingly fleshy room, this room is the lair for beast-type minions, and will also house a single 'beast portal', from which beasts will randomly enter your dungeon just like intelligent minions enter via a netherworld gate. This will allow you to attract minions even if there are no netherworld gates on the map, and has the added feature that the more separate beast dens you have (IE multiple rooms, and thus multiple gates), the faster you'll spawn new beasts. It's an entirely valid strategy to go ham with beast-spam zerg rushes.
  • Bridge — Like in DK2, WFTO has both wood and stone versions, with somewhat similar properties.
  • Crypt — Very different than the one from D2, this is more like the DK Graveyard: a place to store corpses. The crypt contains Soul Pyres, which your imps throw dead minions onto (or the Underlord can drop live ones into it, killing them), to be later revived as Ghouls, Revenants, Banshees, etc, by spells, rituals, and necromancers. Attracts Necromancers.
  • Foundry — Where your minions will forge and store parts for your defenses. Attracts Chunders.
  • Garrison — An odd room that should only really ever be built as a 3x3, the Garrison features a magical bell tower in the center, which, when rung, projects a large aura that gives a massive (non-stacking) boost to nearby walls and Defenses. Walls and Defenses gain 50% damage resistance, and Defenses also deal 300% damage, while the aura is active, which lasts 5 minutes before needing to be recharged by an Augre or Juggernaut. Attracts the Augre.
  • Lair — Generic creature sleeping area for non-beasts. KO'd intelligent minions will be dragged back to their beds to be healed.
  • Prison — Pretty much the same as every other game. Though this one spawns rats that can be eaten or dropped manually into the Meat Cannon, lol.
  • Sanctuary — A cultist-themed version of DK's Temple. Black & red theme, arches instead of pillars, with an altar instead of a pool. It is here that your Cultists will perform your Rituals, and like the Temple, you can sacrifice units here to receive newer, more powerful ones. (Such as being the only source of Vampires)
  • Slaughterpen — WFTO's basic food source, which provides 'micropiglets'. Basically a big pig sty. Eating raw pigs will slowly anger your intelligent minions, but they'll do it if there is no tavern.
  • Spirit Chamber — A room that allows Witch Doctors to rapidly channel experience into a minion placed on one of the pedestals. This process is very quick, far quicker than combat or training. Spirits can also be dropped onto a minion here, immediately destroying the Spirit and granting the minion it's XP. This room's functions can be toggled on and off as desired, as channeling XP is extremely expensive in gold costs. Attracts the Witch Doctor
  • Tavern — Provides ale and pork sausage to your intelligent minions, returning a little of their wages to you every time they eat there. Meals also boost productivity for a short period, so keeping the tavern close to work spaces is good. Uses the Meat Cannon prop to produce the sausages, and the cannon isn't terribly picky about what kind of meat goes in there. Your minions won't mind if you drop in the occasional hero from your overcrowded prison....
  • Torture Chamber — Just like the other games, this is used to forcibly convert enemy units. In WFTO it has another purpose, which is to simply burn prisoners alive, which converts them to a Spirit, which is a limited-lifespan scout unit that retains the experience levels it had in life. Attracts the Succubus.
  • Vault — WFTO's gold-storage room. It's a lot fancier than most other games' version for some reason.

Dungeons 1 Rooms
Tbh, I can't really stand playing this game for long, so while it has some useful concepts and creatures I'm not going to spend much time trying to list out all it's content. I did use skirmish mode to do some quick look-overs at it's creatures, and at some point I'll try and type up some basic room descriptions (what few there are -- mostly theyre defined by props), but it'll be awhile before I get around to it.

Dungeons 2 Rooms
Not much to say here, beyond that Demons in D2 don't need sleep and thus have no 'lair', but instead require 'Admiration' periodically.

It should also be noted that, as mentioned elsewhere, Dungeons 2 is the only game to fully split the game into 3 different factions, which the player is either assigned during the campaign, or selects one when setting up a skirmish game.

  • Alchemy Lab - Undead faction trap part constructor. Makes 'clay pots' and has two different workstations - one that's slow and staffed by skeletons (Alchemy Table) and one that's automated and fast (Alchemy Station). Unlocks the skeleton unit tree.
  • Arena - Can contain the Fitness Station, which relieves boredom, and the Fighting Pit, which is basically a glorified training dummy that somehow evolves your Horde minions.

  • Brewery - A place for orcs and goblins to brew beer with a big machine.

  • Cemetery - Why this is different from the Resting Place, I dunno. Regardless, this is where slain undead units are automatically resurrected after a time, if there is space for them to be interred.
  • Chaos Forge - Research room for trolls to improve the Horde's weapons and armor.

  • Crystal Chamber - Like the Shadow Chamber

  • Death Watch - Same as the Defensive Outpost below, except with a 'Cemetery Bell' instead of the gong.

  • Defensive Outpost - Keeps minions placed into it on patrol, and contains the Sentry Gong, an Alert structure that calls nearby units to defend. Can be toggled manually by the Hand of Evil.

  • Final Resting Place - Provides space for coffin-shaped slime baths set into the floor, for undead to sleep in. Needs staffing by Forgotten, who need to clean the bath afterwards. (Followup: OK not just coffin shaped. The pools come in several sizes and levels of fanciness, including with bone sculptures and giant white flowers)

  • Guard Room - Same as the defensive outpost. Don't recall which faction offhand.

  • Hall of Admiration - Helps recover demon unit hit points and provides rest. The Podium of Admiration is an overly large platform with glowing stone bats surrounding it, upon which the unit to be admired stands on. Servants are required to come to the podium and 'admire' the demon who needs healing/rest.
  • Hell Forge - Researches creature upgrades. Not really sure why it's a 'forge' because its mostly dedicated to improving/learning creature abilities rather than armor/weapons, but eh. The Skull Forge is the name of the workstation - a big ol' dragon-head shaped forge.

  • Hospital - A place to heal your horde minions. Has two stations: A basic bed (little more than a mat on a straw floor) to rest & heal, and the Defi-Bri-Mat, a mad-science gadget for reviving slain horde units.

  • Laboratory - Your typical Dr Frankenstein lab full of weird gadgets. Has 2 workstations, the Test Station and the Transformation Chamber. The station is for research and the Chamber is for evolving your Undead creatures.

  • Mana Tomb - Unlocks Ghost unit tree. Basically the Shadow Chamber renamed.

  • Shadow Chamber - Where your Shadow demons mine mana and research new spells. Unlocks the Shadow Demon unit tree. Note that, unlike D3's Arcanium, a Shadow Chamber needs to be built in the vicinity of a Mana Node, a large, spinning blue crystal structure sometimes found while mining. One must construct a Mana Shrine on top of said crystal in order for your demons to mine mana from it.

  • Spider Den - A room filled with ichor, glowing acid, and green egg sacks. It's 'workstation' is a giant, multi-tile larva with huge pincers and lots of webbing around it. Kind of zerg-like, apart from the color themes. The spider den produces Spider Eggs, which are the D2 demon equivalent of Parts, used for traps. Provides access to the Fright Demon unit tree.
  • Summoning Chamber - The room where demon faction minions get resurrected upon death. It contains 2 props, the Pit of Evil, which does the resurrecting, and the Pentagram, where you can sacrifice a worker to upgrade a demon into a new species.

  • Tinkerer's Cave - A place for goblins to make toolboxes.
  • Torture Chamber - Unlike in DK/WFTO, the torture chamber in D2 is a needs room. It alleviates boredom, and the workstation comes pre-stocked with a generic prisoner, rather than you capturing enemies.
  • Treasury - The basic treasure storage room for all D2 factions.
Note: For some reason I seem to be missing the information on whether or not Horde units need a sleeping space in D2. They might not, if Beer fills their '2nd need' slot, so to speak. I'd have to go back and check. But iirc Horde has Hungry, Thirsty, and Bored meters, Demons have Admiration and Boredom meters, and Undead just have a Sleep meter. All of them need wages too.

Dungeons 3 Rooms
Not much to add here, other than noting that while the tech tree is divided into 3 different faction branches, plus a fourth for Thalya and general dungeon upgrades, they are all available to the player at the same time.

  • Arcanium - D3. A room dedicated to mana farming. It's not much on its own, just an empty room to store blobs of mana. The workstation is the important bit, the Mana Shrine, which is a giant Dark-Crystal type shard on a platform with runic circles. Demons stand in the circles and drain mana from the shard. Why you will a shard into existence (read: pay gold) and then mine it, I dunno.
  • Arena - D3. Works like the Barracks and the training room, providing a Fighting Pit station that units train XP on. Fills a need for Horde units as well.
  • Brewery - D3. Produced and stores barrels of beer, which are the 'food' object for Horde units. Beer has a minor healing effect. Beer can be made manually or automatically depending on which of two Brewing Kettles is used, and any horde-type can work the station.

  • Chamber of Relaxation - D3. This is basically a Spa for demons. Fancy stone pools of purple, glowing, mana-water. Actually consumes mana to run, which is delivered by Snots, but it is required to raise demons over level 5. (Chamber of Relaxation + Hall of Admiration, for providing a makeover service, anyone?)

  • Crypt - D3. Kind of an odd room. It looks a lot like D2's laboratory, but instead of having a hospital for it, it is here that the D3 Defi-Bri-Mat is found. Horde and Converted creatures who die will be stored and revived here. You can even dig up graves and drop the dead creature that was in it into the room.

  • Guard Room - D3. Same as in D2, essentially, with the addition of the Automatic Drum, which is like an alarm trap.

  • Gobbler Farm - While DK had chickens and WFTO has pigs, Dungeons has Turkeys. No hutches here, just a wooden fence and spontaneously-generating eggs.

  • Graveyard - D3. Lair for your undead, with similar bed-making mechanic. Defeated undead automatically respawn in the graveyard, and slain heroes can be turned into zombies if there is space.

  • Hideout - D3. Horde units heal and sleep here. Unlocks Orcs. Whenever a new horde unit is summoned, a Lil Snot will rush to the room and build a bunk of some kind for the unit.

  • Lecture Hall - Unlike the other games, the Library-equivalent of D3 is a little ways down the tech tree. It allows only specific kinds of research, called 'scrolls' which are still weirdly enough found in the research tab. It functions as a kind of physical repository (based on size) for major unit/dungeon upgrades and spells you've unlocked.

  • Prison - D3. Works the same as the DK/WFTO ones. Once you have it, enemies will only be KO'd and Snots will capture them. Captured heroes will eventually starve and turn into skeletons if they aren't converted elsewhere.

  • Sinister Laboratory - Like D2's Laboratory. This one is mega-purple, with lots of tesla coils. It's kind of a redundant room because it makes magic toolboxes, but the Tinkerer Lab can do that too, this one just lets your undead do it. And it cant produce normal ones for w/e reason.

  • Temple - D3. Fills Undead need to Pray, which is required to advance past level 5. Has a sacrificial pit if big enough that's kinda like the D2 one, but I don't know any of the recipes. It is used in the campaign though.

  • Throne Room - In D3 this is a dungeon core room. In D2 it's an actual throne room most of the time, with a style based on the faction. Note that the D3 version contains open pits of lava with which you can… dismiss… recalcitrant minions.

  • Tinkerer's Cave - D3. Where goblins produce Parts. It's very much the mad goblin science type workshop, filled with bizarre gizmos. Has two different workstations, both for making parts: The Tinkerer's Machinarium and the Magic Machinarium.
  • Torture Chamber - Same as DK/WFTO, this one's used to convert units who are imprisoned, though Dungeons 3 only allows a default starting value of 3 maximum corrupted heroes. (Largely because they are way better than your average minion). As with the Graveyard and Prison, though, that number can be upgraded.

  • Treasury - As always, the basic gold storage room.
  • Vortex - Demon version of a lair with similar mechanics to the other two. Demons automatically die and revive when defeated (they never KO), but they drain mana while reforming.

  • Workshop - D3 room where Snots produce Parts. Why there are 3 different buildings that make Parts in the game, I dunno. Needs a workstation that's a big conveyor belt/machine press.

Custom Rooms and Workstations
Due to the nature of the fic, occasionally I might have need for something that fits the overall dungeon-simulation theme but is not actually present in one of the 5 main games I'm referencing. Examples of this would be a general stockpile room: Stone, Wood, and Metal are not resources that exist in any of the games, and thus have no location in which to be stored. Neither are they really 'treasure', so I question storing them in a treasure vault. In a similar vein, Giant Rats are a common feature of dungeons, and are present in Dungeons 2 and 3 as a hostile creature. However, there is no buildable room to allow you to recruit them.

Also similarly, you have Empire units, assuming I end up choosing to use them. Normally, when these units are available, they tend to match up to the original Keeper room, such as the Matriarch and her ghostly Sentinels being the Empire-gate version of the Necromancer and his Ghouls, both of whom require a Crypt and can also work in the Archive.

This is where artistic license comes in. Should I wish to include such elements, I'll simply create something of my own that I feel serves the need and fits into the overall scheme of 'building and operating fantasy dungeons'. This will largely be relegated to rooms and workstations more than anything else, but on rare occasions may include minions as well.

Note that, as always, just because it's in the list below does not mean it will actually appear or even be used in the manner listed, and additions may be made from time to time as they occur to me. In cases where something has appeared in the fic, it will be moved to the top of the list and marked with an asterisk, and have the description corrected.

  • Cookfire* - A workstation that's placeable in empty rooms. Requires a goblin to operate, and provides basic charred meat for horde minions. Does not need to be researched.
  • Stockpile* - A simple tiled room for the organization and storage of resources. Works like a Treasury, but also stores other game objects such as Mana Orbs, Beer Barrels, Parts, and other dungeon-produced goods.
  • Treasure Room (Variant)*: A variation on the normal treasury rooms common to all the games and one inspired by Dungeons 1 mechanics. When reached by an invader, it will produce random loot drops for them which, if accepted, places them under a temporary, week-long Master effect which compels them to leave the dungeon's core unmolested. (Inspirations: Dungeons 1 basic concepts, MMORPG mechanics such as boss drops and raid lockouts, action RPGs)
  • Crystal Cavern - An underground-only room covered in crystal protrusions. Requires the presence of multiple special value tiles. (Mana, Gems, Diamond). Allows the creation of Crystalline Entities. If lava is present, allows the creation of Obsidian Drakes. (This could also be considered a dragon cave ala D3)
  • Deep Woods - An aboveground-only room characterized by a ring of impassible trees and an overhead canopy that blocks out most light. Requires additional trees to be placed within the room itself. Allows the creation of Druids (D2), Treants (D2)
  • Fairy Falls - A room characterized by possessing a waterfall and a deep pool of clean water. Allows the creation of Fairies (DK/D) and Pixies (D2).
  • Forest Glade - An aboveground-only room which is characterized by an open clearing surrounded by trees. Allows the creation of Giant Bears (D2), Centaurs (D2)
  • Sewer - An underground-only room filled with either flowing sewer water or poisonous slime. Requires walkable tiles and numerous superfluous grates. Allows the creation of Giant Rats (D2/3), the Tentacle (DK2), and Slimes (C)
  • Spider Nest - Webbed ceiling and walls, egg sac deco, and multiple chasms make for a great spider cave terrain. May be a variant unlock for certain creature types.
  • Tavern (Variant): In addition to normal effects, a tavern of sufficient size and grandeur will allow the creation of basic adventurer type minions. (Dwarf Warriors, Elf Archers, Human Guardsmen, etc, whatever their types might actually be called)

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Random Props
Currently, this is just an assorted list of props that have caught my eye for one reason or another, and didn't fit in anywhere else. It's far from complete.

  • Giant Mushrooms - D3. Poisonous and edible varieties.
  • Small evil mushrooms — they look a lot like spotted varieties, except black with glowing orange or green spots.
  • Potion Factory - D3. There's a kind of giant purple cauldron sitting on top of a machine that auto-bottles potions.
  • Magic Pylons - D3. Not sure exactly how to explain this one, since I've yet to see it in the campaign. But in the main menu screen features two different protoss-pylon looking structures: a trio of purple crystals in a black, forsaken tile ruin, shooting beams into the sky, and a pair of red crystal pylons in a more WoW-troll-looking ruin. Dunno their purpose. (Followup: They're capturable long-range spell-nukes!)
  • Mysterious Mushroom - An overly large, glowing, bouncing mushroom occasionally found in D3's 'An Unexpected DLC'. Destroying it will cause it to drop either potions or upgrade tomes.

  • Fish grill — a deco prop found in some villages. Basically a pot of coals with a grill with a fish on top. So I guess that's a seafood option for Taylor to use.

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Shrines

WFTO in particular introduced the idea of 'Shrines': large, prebuilt 3x3 structures similar to portals that granted various benefits to the Keeper who controls it. It's not strictly accurate to say that WFTO was the first, as DK1&2 had several different claimable portals and a few other claimable objects with special properties, but it would be accurate to say that WFTO formalized them as a specific room type, and made frequent use of them as campaign objectives.

These structures tended to provide the player with hefty advantages — anywhere from drastically increasing mana regeneration, providing an infinite source of mineable gold, or drastically accelerating research rates.

What exact role shines will take in Hive Keeper is yet to be determined. I would certainly like to include certain ones, but they tend to provide quite strong effects, and in the games there isn't any way to actually build one — they are merely found. Some people have suggested making building them prohibitively expensive, and/or require heavy mana upkeep, which are solid ideas, so we'll see.

  • Core Shard - Game mode objective which is a fang-shaped spike of crystal hovering over a flaming rift. Usually you have 2-3 of them, and if they are destroyed, your core dies and you lose.

  • Empire Shrine - A portal to the surface world through which heroes enter the dungeon. Sometimes these are claimable by the player, allowing them to effectively play as an Overseer (a 'good' Underlord)

  • Gold Shrine - A square chunk of solid gold that can be mined infinitely.

  • Goldstone Megalith - A floating spire of gold, with orbiting golden shards. A variant of the Gold Shrine found in the Crucible game mode (mission 1). However, unlike a normal Gold Shrine, it's not claimable, having a health pool instead. It doesn't need to be mined, instead providing 25 gold per second.

  • Incantation Shrine - A giant purple sphere with a band of metal coiled about it, set into the floor. Five smaller spheres slowly orbit above it. Controlling one reduces the mana cost of spells by 40%.

  • Inhibitor - A big ol' pink glowing thing, complete with massive beam of energy up into the sky. It's made of four stone totems with runes on them, rotating within a separately spinning shield-ring. Lore-wise, they somehow prevent an Underlord from reaching the surface world.

  • Mana Shrine - Not to be confused with the Mana Vault. It's a blue tiled 3x3 room with piles of mana dust in each corner and some sort of twisty magical tree with pink flowers in the center. It raises your maximum mana cap when controlled.

  • Manufacturing Shrine - A half-sphere with four auto-hammers set above a grate, beneath which lies a bed of coals and lava. Produces Parts without the need for minions to work it, at a fairly significant rate.

  • Moongate Shrine - A large white teleport pad that connects to other shrines or moongates that the player controls.

  • Nether Shrine - A giant, creepy stone skull, which breaths green flames. It slowly rotates upon a platform which is also wreathed in green fire. If controlled by a player, it will periodically spawn banshees that will seek out the nearest Core or Shard.

  • Perception Shrine - A gigantic greenstone eye encased within 3 gyroscopic stone rings. Grants a large radius of vision within the Fog of War.

  • Research Shrine - A really fancy 3x3 Archive room with lots of glowy lights. Can be assigned 1 researcher who will acquire Sins very rapidly.

  • Siege Shrine - A wood-floored 3x3 room with what looks like a wooden, canvas-covered war-wagon chained within. It allows your workers to bypass enemy walls' fortification bonus.

  • Summoning Shrine - A campaign object, a large, floating sphere of steel around which golden orbs and energy swirl. Within the sphere lies a sort of golden puzzle-sphere, which can be opened. The one you are searching for is a link to the Titan known as The Colossus; the others are traps.

  • Toybox Gateway / Aetherial Gateway - A special gateway type found in My Pet Dungeon and The Crucible. It's pretty fancy-looking, being a carapace-like blackstone half-sphere with a gaping hole at both ends, from which pours dark blue energy and mist. It can spit out either heroes or keeper minions.

  • Underhill - A specialized Shrine for the gamemode, 'King of the Underhill'. It takes the form of a nether rift characterized by a circular, stone-claw-ringed hole, which exudes pale gas. Shards of stone are pushed out of the rift, to slowly fuse into a sphere, which is then launched across the map to strike at Dungeon cores belonging to the controller's enemies.

  • Underworld Gateway - A portal to the nether realms through which minions are attracted. Which somehow is a different place from dungeons the where the Underlords build.

  • ???? Golden Orb - Probably not important for our needs, but it's a golden orb thing that's researched by cultists as part of the Heart of Gold storyline. They typically contain something - golden sentinels, specters, or a trap.

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Evilness Generators
These are a little hard to describe, and I don't know if they're ever given an official name in-game. This is just what I call them, though I've heard a few other players refer to them as 'hubs'. Basically though, in D3 (and maybe D2 as well?) there are these shrine-like capture points scattered around every overworld map, which function source of the games' research-points resource, which the Dungeons series calls 'Evilness'. When controlled by the player, every so many seconds they spit out a bubble of said resource, which is automatically collected. Evilness is then spent by the player when performing many different kinds of research, typically alongside additional gold costs.

These capture points all take the form of gigantic structures, and they have both a 'pure' and a 'corrupted' form, with each form often being very much different (you'll see below, I tried to match them up but missed a few). When Thalya 'destroys' a pure structure it becomes corrupted, and like when the heroes take over a corrupted one, it becomes purified.

I decided to go through and dig up as many as I could find, but I doubt the list is exhaustive since currently I've yet to get back to the post-campaign DLCs. I will also note that while Evilness is not a resource I will be using, I am highly likely to use some of the below for inspirations for custom rooms, especially for creatures that are in the games but don't normally have unique ways to attract them. (Examples being Fairies, Pixies, Unicorns, etc)

  • Fountain of Life —Features a large statue-fountain of a beautiful woman in a loose dress, pouring water from an urn into the basin. The fountain lies in the midst of a dense garden and is encircled by topiary walls. According to the tooltip, the water in the fountain is Holy Water. ("Holy Water is bottled here."). Not to be confused with the Tree of Life
  • Carnivorous Plants - D3. The corrupt counterpart of the Fountain of Life. They're a bit like gigantic daffodils, but with a red, spiked-leaf skirt under the bulb and teeth in the center.
  • The Great Old One - More like a giant creepy plant than a monster. A giant structure of red, crystal-like, thorny vines with huge, glowing orange eyes all over it. It's one of the Evilness Generators.
  • Pixie Village - A lightside Evil Generator object. Consists of a giant tulip with a number of small flower & vine themed houses surrounding it.
  • Withered Plant - the corrupted version of the pixie village. The name is weird, since the object is actually a gigantic derpy-looking snapping turtle, which the tooltip claims 'ate all the fairies that used to live here'. The turtle is surrounded by giant cauldron-looking tulip flowers filled with glowing, neon-green sludge.
  • Halfling village - lightside generator. Literally is a ripoff of The Shire. (under-Hillside homes with circle doors)
  • Hauted Village - Holy shit, lmao. Not actually a unit, but another evilness generator, this one is one single giant serpent that's taken over all the buildings in the halfling village. Piggot would crap her pants seeing this - it's easily Endbringer-tier in size. (Probably not in strength, but still) Looks pretty evil - primarily red body, with black spines, white stripes, and black rings between the red & white portions.
  • Stone Circle of Good - Basically a magical-looking stonehenge with glowing blue runes all over it.
  • Unicorn Retreat - A lightside evilness generator. Has a pond with a big unicorn head fountain, and several unicorns standing around. And a rainbow.
  • Hot Slime Springs — OK this darkside version of the Unicorn Retreat is... hard to describe. It's a hotspring, obviously. With... green water and giant weird eyeball orchids? And a huge lava helmet of the Ultimate Evil.
  • Crystal Biotope - A field of giant amethyst geodes. Lightside evilness generator. (Forgot to screenshot)
  • Dracolich - Corruption of the above. Not actually an undead creature, just a gigantic creepy skull w/ribs which wiggles a big.
  • Tree of Life — Kind of a chinese shrine sort of thing. Big huge tree w/pink flowers, red torii, bridges over clear water, fireflies, etc.
  • Tree of Terror — Corrupted version of above. Tree changes to a monster — flaming branches, 4 red crystal eyes, a crystal-toothed maw. Platforms on the water gain dragon symbols, and the torii become circular arches w/ demonic runes. The water becomes green and swamplike.
  • Great Cathedral - Basically that one anti-undead faction church in WoW, the... light bringers?
  • Home of the Necromancers..... I just can't even.... Ok, look, it's basically a goofy megazombie and a few piles of skulls and bones and coffins.
  • City of Dwarfs — A mountainside town.
  • Dragon's Lair — Well sheeite. That's a proper red dragon that's now perched on the remains of the dwarf city. And it's fucking huge.
  • Tower of the Long Flowing Locks — Given this is in the D3 fairy-tale themed DLC, I'm sure you can figure out what this looks like.
  • The Mushroom From Hell — Weird, haha. Corrupting the above turned the Tower into a single gigantic evil mushroom. Purple cap instead of roof, gaping maw, and surrounded by all sorts of other mushrooms, ranging from giant cone-mushrooms to the little round ones. Glowing and non-glowing varieties, and in red/orange/blue/green/white

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Dungeon Cores / Enemy Keepers
I decided I'd include a small subsection here on Themes and Dungeon Core styles, as well as the various Keepers/Underlords/Dungeon Lords.

First up, WFTO Underlords and their core rooms:
  • Kasita - The Underlord of Gold. She's obsessed with wealth. Her core is a giant lump of shining metal, around which spins a number of cut crystals with gold settings. Around the core also spins a ring of metal, to which more crystals are affixed. Four solid gold blade-arches are attached to ring, which curve upwards to a point above the core.
  • Kasita (Silver) - She has an alternate skin, which is as the name implies, silver themed instead of gold. IMO, her silver theme is nicer looking. It looks pretty classy as opposed to gaudy.
  • Oberon - The Underlord whom the player takes the role of in the primary campaign. Oberon's core sits upon a dias of plain stone, upon the edges of which stand eight claw-like stone obelisks. His core is formed of several angular boulders of obsidian, which pulse rhythmically with green light, in the manner of a deep heartbeat. Several smaller pieces of obsidian orbit the core, spinning at random.
  • Rhaskos - Rather than having a core, Rhaskos appears to reach into the world through the use of an amoeba-like elder-god-type monstrosity, which lies squelching within a stone basin upon a raised platform. Four stone pillars with chains lie at the corners of the platform, which the beast grasps in it's tentacles. A short set of steps leads from the dungeon floor up to the basin.
  • Shale - A more than half-mad Underlord who primarily loves explosions and beasts. What those two things have to do with each other, I have no idea. Her core is a giant, lidded, red-metal cookpot sitting upon a bed of coals & fire. Several blackened, flaming spheres of (hopefully) coal orbit the pot, which bounces in place.
  • Volta - His core is a little hard to describe. Think trio of giant drill-towers that repeatedly rise and fall, pounding away at whatever lies beneath the flames and dust that exude upwards from beneath the machine.
  • Lamash - His is a giant spinning chunk of dirt and grass, with tombstones sticking up out the top. Several coffins orbit the sphere, and it floats above a depression in the ground which is ringed by a wrought-iron fence, with miniature, cartoonish, shingle-roofed mausoleums at the cardinal points of the fence. Oh, and his core drips slime. (He's the undead specialist, can't you tell…?)
  • Markus (Sovereign Theme) - This core appears as a huge glass sphere of swirling energy, contained within a secondary stone sphere that squats upon its platform with clawed feet. (Somewhat reminiscent of the kind found on fancy bathtubs). The energy within the sphere pulses with the typical heartbeat of the Underlords. Surrounding the sphere at the edges of the platform are four triangular obelisks. All the stone in the dungeon is tinted, with eerie, often pulsing, runic circuitry running throughout. The color of the energy/runes is dependent on the player's chosen color.
  • Draven (Kickstater Theme) - His core is spinning construct made from four giant skulls, fused together such that they each look a different direction. Each skull is wearing a helmet (thus forming a kind of steel 'roof' structure on top) and has balls of lighting in the eye sockets. The core rotates fairly quickly above a pit of bubbling gasses that lies amidst a field of bones.
  • Korvek - An Underlord with a split mind, who possesses two cores. His 'core' is really just a ring of cultist statues, all surrounding the chained ghost of another cultist.
  • Zeam (Founders Theme) - Another hard one to describe. Think… a square of sheer, cliff-like obsidian, with miniature stone statues carved in the sides. The cliffs have been shattered by an earthquake, with glowing light erupting from the rifts while each individual piece of cliff rises and falls. I use the word 'cliffs' because it looks like a miniature terrain piece shrunk down. (And it moves much like the pieces on the world map)
  • Mira - She's apparently got a thing for right angles. Her core is a cube floating over a square-shaped energy-portal, and everything in her dungeon is formed of night-dark stone carved into a densely-packed maze pattern.
  • Evil Arcane Theme (no associated Underlord)- This core room is fairly simplistic. His dias is little more than a stone square with runic script, which runs around the borders of the square as well as crossing it in a large 'X'. The core itself seems little more than some sort of portal - a sphere of outward-pushing energy which sparks with occasional arcs of electricity. It floats atop a simple low platform inscribed with mystic circles, with four thin claws of stone placed along the cardinal points. It should be noted that for this keeper, the color of the energy in the core (and other runes in the dungeon) is the same as the player's, rather than being preset.
  • Arcane Theme - same as the Evil version, but the stone in the dungeon is of a light grey color, and instead of imps you have dwarven arcanists for workers.
  • Empire Theme - Doesn't have a core, but rather a Throne Room. The Empire set is characterized by lots of white stone and red carpets. The throne a large stone throne, flanked by two pillars, which sits upon a tiered dias. No imps, uses dwarf miners instead.
  • Phaestus - A Lord who uses a recolor of the Empire theme, with brown carpeting and very dark grey stone.
  • Dwarven Theme - Also not a core. It actually looks like a repurposed Empire Portal, except it's got wooden doors set into the arches, and inside of the 'gate' sits a large wooden table with food and drink on it. Like the Empire theme, there's a lot of red carpet involved, but the walls are well-worked gray stone overlaid with a lot of wooden beams and supports, as well as various ornamental furnishings like drinking horns, shields, etc.
  • As a side note, there are several other Underlords who are named and given titles, but are never seen by the player except as defeated pawns in The Under Games. They are: Arboreus (The Force of Nature), Carrion (The Butcher), Kronos (The Eternal), Morgana (The Dark Queen), Nemesis (The Vengeful Father), Steven Fright (The Master Tactician), and Zanzanog (The Savior). There is one additional Underlord mentioned in a multiplayer map description, Eutharia. Oh, and a loading-screen caption that's probably a joke that mentions 'the most feared Underlord, Sammy'.
Regarding Dungeon Keeper
  • Fun fact: Several Underlord names in WFTO are tributes to Dungeon Keeper: Carrion, Kronos, Morgana, and Nemesis are all Keeper names from DK2.
  • If anyone happens to know of any other names from DK1 or DK2, please let me know. I was unable to find mention of them anywhere without playing them again, and my time is limited.
Next up, the Dungeons series. These aren't so much cores (though they do have them) as they are Dungeon Lords:
  • Deimos, aka The Ultimate Evil — The player's role in Dungeons 1 &2, and he plays a background role in Dungeons 3. He's a giant Sauron-like armored knight with a curved-horns helmet.
  • Kalypso — Deimos' 'traitorous ex-girlfriend' who sets him up to lose his throne at the start of the game. She's a succubus, dressed in a red... crisscross ribbon thing that I have no idea how to describe, which ofc shows a lot of skin.
  • Diabolos — An obvious play on words in a reference to the Blizzard game Diablo (this is made clear by the dialogue). He doesn't actually appear in the game; but is mentioned occasionally, usually via sarcastic remarks.
  • The Zombie King — An undead king, with lots of undead minions, obviously.
  • Minos — a giant Minotaur.
  • Marthas — A fallen paladin who's persuaded to abandon the Light by Deimos. (Not actually clear on if he's an Underlord-equivalent... havent gotten that far into the game yet.)
  • Thalya — The player's stand-in for Dungeons 3, she's a Dark Elf spellcaster whom Tanos attempted to redeem, but whom was turned back to evil by Deimos re-corrupting her from afar. Her Dungeon Core is a giant, vertical crystal that floats over a chasm, one very much reminiscent in shape of The Dark Crystal except, blood-red in color. The rest of her core chamber is filled with black stone and globes of purple fire, and in the corners are open pits that lead to, well… nowhere. A black void with purple gasses moving through it. Minions dropped into the pits simply vanish without a trace, refunding their population points.

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Terrain Features
Terrain is another feature that plays a fairly large role, at least in Dungeon Keeper and WFTO, where it is used as a limiter on the size of a dungeon, the pathways the player can take to get around the maps, and plays a major role in the formation of natural chokepoints for laying down traps. In Dungeons it plays a much diminished role outside efficiency and forming the pathways a player must take to get around on the surface.

Since terrain tiles and walls all play a role with regards to the construction of rooms (such as Fortified Walls affecting efficiency, or Brimstone requiring the use of Underminers in order to get it out of the way), I've decided to include that here as well.

Unfortunately, it's a bit hard to really come up with sufficient names to categorize each type of terrain. That's because terrain ranges everywhere from dirt cubes that have yet to be dug out; room walls that have yet to be fortified; uncrossable chasms filled with lava, crossable rivers of lava; sand blocks that can be dug at double speed; blessed dirt that can't be built on after it is dug out; and brimstone that can't be dug, only blown up with explosives.

For simplicty's sake, I'm going to refer to solid blocks that aren't walls but take up space as differing types of 'Dirt', and dug-out or otherwise open space as 'Tiles'. And last, there will be 'Walls', which should be self-explanatory, except it isn't because for some reason the games consider doors to be walls in a mechanics and UI placement sense.

Dirt Types
  • 100% Grade-A Dirt. Also more properly known as 'Dirt', 'Earth', or, more confusingly, 'Rock'. This is the stuff which usually comprises most of a given map, unless it's one of the weird ones where you're invading some kind of massive Empire fortress, or where the author thought it would be funny to make a nearly-entirely-open-chasm map that looks like Flowey.
  • Rock. The polar opposite of Dirt, sometimes called Impenetrable Rock, Impenetrable Stone, or Solid Rock. Not to be confused with diggable dirt blocks, despite DK 2's daring attempts to muddy the issue and call its dirt 'Rock'. These spaces are entirely unmineable and unpassable by any means, and serve as a boundary line for various purposes, be that the edge of the map or to create natural chokepoints.
  • Gold Seam — Every game has these; they're a mineable resource, a dirt block shot through with gold ore. Mining them causes your worker's bags to fill with gold coins, which must be delivered to a treasury. Once the gold is depleted, the block breaks and becomes a Dirt Path tile.
  • Gem Seam — From DK 1 & 2, these are dirt blocks which are filled with gemstones. They function much like a gold seam, with the exception that they can never run out of gold, and thus function as an infinite wealth source. They are usually positioned such that either every player gets one (in multiplayer/skirmish), or in central locations to be something to fight over. DK 1's seams were made of amethyst, while DK 2's were a mix of several different colors of gemstone.
  • Diamond Seam — The Dungeons' series version of a gem seam. They function the same way. For some reason, they're red in color.
  • Compacted Mana — Don't recall if this actually has an official name, but in Dungeons 3 at least (and maybe 2?), you can find dirt blocks with mana orbs stuck in them. Mining them causes the mana to pop out, to be collected and taken to your Arcanium and stored until used by casting spells.
  • Compacted Toolboxes — For some reason, sometimes you can find dirt blocks with toolboxes (ie Parts) jammed into them instead of mana. Usually nets 8 or so per block, which is enough to build 1-2 props or traps that need them.
  • Brimstone — From WFTO. A dark rock filled with smoldering coals, Brimstone cannot be mined. It can, however, be destroyed by detonating an Underminer nearby, which will cause a chain reaction whereby each Brimstone block will destroy any other Brimstone it is connected to.
  • Obsidian — Like Brimstone, but without the chain reaction. Like in Minecraft, it's a weirdly purple rock as opposed to black/smoky volcanic glass.
  • Sacred Earth — Dirt block from WFTO that looks like white sand and can be dug, but leaves behind Sacred Ground that cannot be claimed.
  • Rocky Earth — WFTO. Dirt with extra rocks in it. Takes twice as long to mine as normal dirt.
  • Augrum Wall — WFTO. Not a wall per se, but rather a dirt block that's shot through with iron. 2.5x as durable than normal dirt, and can still be fortified. Not found naturally except in custom maps made in the editor. Rather, they're created through an alchemy vial.
  • Quartz — WFTO. A pinkish crystal block that takes three times as long to mine out, and which is resistant to explosives. Is fortifiable, which makes it even tougher. Unlike Augrum, Quartz is found naturally.
  • Sand — WFTO. Sand blocks are very quick to mine, having only a quarter of the hp of normal dirt.
  • Snow — WFTO. Merely a reskin of normal dirt. Other dirt-based blocks like gold seams, augrum, etc can also be made of snow rather than dirt.
  • Permafrost — WFTO — A special terrain type created by Glacial Doors when the doors are closed and locked. Has significantly higher health than normal terrain blocks and walls and thus takes forever to mine through. IIRC, a minion with a fire spell of sort can melt them quickly, however.
Tile Types
  • Claimed Path — The official DK 1&2 name for the empty tiles that are owned by a player but have not yet had a room type placed on top of it.
  • Dirt Path —The DK 1 & 2 name for unclaimed empty tiles that are capable of being claimed and built upon.
  • Granite Bridge - Special bridges found in the campiagn that span chasms and aren't claimable by the keeper. They're effectively the Sacred Ground version of the bridge, and serve much the same function: to create areas the Keeper cannot build in.
  • Mana Vault — In DK 2, there was a special passable tile called a Mana Vault, which had a swirling vortex of light coming up from a crack in the ground. When claimed, the light would turn the player's color, and would increase their mana income by 100 per turn, which wasn't counted against the normal mana income cap.
  • Sacred Ground — A passable tile made of white sand that cannot be claimed.

Liquid Tiles
Liquids get their own section, as they are largely uniform. As a general rule, liquid tiles are passable by both ground and air units, but they can't be claimed. Rather, you must build a bridge of some sort in order to cross them.
  • Lava — DK 1, 2, and WFTO all feature lava tiles, which severely damage non-immune, non-flyers that walk on them. The only 'room' that can be built on lava is bridges, although in DK 2, wooden ones will eventually catch fire and burn away.

  • Water — DK 1, 2, and WFTO also feature water tiles. Like lava, these cannot be build on except for bridges, but creatures obviously do not take damage for walking on it.
  • Blood — A liquid tile unique to WFTO. It doesn't do anything in particular.
  • Gold — Molten Gold from WFTO. It works just like lava, dealing damage to units that cross it.
Wall Types
What you'd call a 'wall' in the games is really just any kind of Dirt Block that's adjacent to a tile controlled by a player.
  • Cavern Wall — Also called Dirt Wall, these 'walls' are really just un-mined dirt blocks exposed to the air of your dungeon. They usually look like rough-hewn stone, and typically arch slightly upwards towards a high ceiling.
  • Fortified Wall — Also called Reinforced Wall. When they don't have anything better to do, your imps will begin spending a 5-10 seconds apiece reinforcing any exposed cavern walls that are adjacent to your claimed tiles, turning them into Fortified Walls. These walls typically become either extremely durable, or in the case of DK1, entirely unmineable.
  • Standard Underground — In the D3 standard underground that's far from rooms, you get blue and orange growing mushrooms and plain dirt walls.
  • Underground Forest. In the D3 Once Upon A Time DLC, unfortified cavern tunnels that are far enough from your rooms take a new look, and become lined with logs, vines, and blue glowing flowers, berries, and feather mushrooms. It gives the dungeon a pretty, if eerie, non-demonic look.
Miscellaneous Terrain
  • Chasms — In WFTO there are also huge chasms, open pits that decent into lava, water, molten gold or silver, and even empty void. These tiles are passable to flying minions, but cannot be built over.
  • Chasm Bridges — These are simple, flat, stone bridges that span chasms, allowing you to cross. They cannot be built by the player, though they can be claimed. (If memory servers, however, there is a consecrated type that can't be claimed, either)
  • Falls — A kind of chasm tile with a waterfall, lavafall, etc. Purely a decorative type of chasm.
  • Carpet — Empire strongholds sometimes have big hallways lined with carpet in them. Carpet can't be built by the player. It can be claimed, but inexplicably cannot be sold. It's just decorative.
Overworld Terrain
In addition to the normal underground map, Dungeons 2 & 3 also features an Overworld map, where the player takes more direct control of his minions and operates them as if the game were an RTS. Overworld terrain doesn't have any special functions, it's just decorative. I mention it just for completeness.
  • Grass
  • Woods
  • Dirt Roads
  • Cobblestone Floors (For town and castles)
  • Rivers
  • Sandy Beach
Special Caverns
Dungeons 3 has hidden cave rooms that spawn in the underground map, which typically contain a monster camp of some kind guarding either gold seams, a diamond seam, or artifacts. These special rooms have their own terrain and a 1-3 props that spawn hostile monsters periodically.

Unfortunately, I don't have any kind of list as NPC monsters are not covered by the in-game almanac for whatever reason. If you happened to know of a kind that isnt on the below list, let me know.
  • Spider Den — Has a dark green floor and green goopy walls. Contains giant spiders and spider nests.
  • Rat Nest — A basic cavern with giant rats.
  • Worm Nest — Also a basic cavern, this one contains giant carnivorous worms that act like turrets. The worms can change position, so be careful they don't manage to dig their way into your base once you've disturbed them.
  • Dragon Cave — A red crystal cavern with red drakes (not actually dragons) that breathe fire in an aoe.
  • Crystal Cavern — I've only seen this once, I'm only going off memory, but it's filled with different bluish or purple crystals and has some kind of crystal golem / elemental as its denizens.
  • Pen-Pusher Archive — Also only seen this once. Pen-Pushers are weird pygmy guys armed with writing utensils. They live in a room shaped to look like a paper library, with the entire room filled with scrolls and books.
Dungeons 2 also has a few special caverns, at least in skirmish. Looks like I need to do a full run-through of that sometime. Sadly unlike the D3 caves, these don't seem to have selectable spawners or room tiles, so there's no names given except for the monsters themselves.

So far the only one I know of offhand (due to running into it when looking something else up) is the following:
  • Dragon Cave — Like the one with the red drakes in 3, only the ones this one spits out come in a variety of colors and they're called 'Dragon Lizards'.
 
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Note that this doesn't let you get back everyone. In particular, anyone who got blown up by their Simurgh-exposure safety armband is gonna have to stay dead.

Sadly true. All the games are pretty clear in that you first need a body to bring someone back. Once the body is pretty much totally gone, which presumably being ashed via thermite armband counts as, you're SoL :p
 
Um, wtf? I mean, seriously, what the hell is this shit? It has absolutely no bearing on the story whatsoever, and frankly, is a complete waste of time.

Something like this should be posted in Informational or Apocrypha, not the main thread. Please do so when it comes to theory-crafting.


Edit: *facepalm* My bad. I really need to pay attention to thread details.
 
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An update! Almaric being useful as heck. So many options ahead.
Healing was a big deal in general, but resurrection? That was so huge that it rocketed right past 'Wow that is a really valuable power' straight on to 'people will literally kill to get access to this.'
Taylor is underestimating things. People would kill for healing. They'd do far far worse for resurrection.
Do I sense Annette ? I think I sense Annette.
That's one way to out herself unless she goes very slowly, very carefully, and still ends up telling the PRT it's possible, which will inevitably get out and bring down everyone on her. While I want Annette around for Taylor's happiness, there's no way to bring her back into society without alerting everyone to resurrection.
 
(Seeing as SV alerts users in inverse order, that is showing them the newest alerts first instead of the oldest, be advised Chapter 13 was posted today as well. Just check the threadmarks. I'll remove this extra announcement from this post in a few days)

Finally got around to putting this out. Digging up all that info took... quite awhile, lol. Including spending a bunch of time replaying a few things. Glad I did it though, learned a bunch of interesting details that might come in handy down the line.

Note: The forum software did some really fucked up shit to my formatting for this file when I pasted it into the editor. I'm talking adding in multiple spaces between words at random, screwing with italics, adding additional bullet points and new lines from nowhere, and a lot more besides. I have NO idea why. It looks fine to me now, and in the preview it seems to have cut out all the multi-spaces on its own, but I've had issues in the past with forums showing different things to different people. Please, if something looks really off to you for some reason, let me know, so I can hopefully figure out what's up and correct it so nobody else has to deal with the weirdness.

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Part 4 of the Dungeon-Sim Game Codex: Rooms and Related Miscellany
Much like with other codices, due to the sheer size I've put the section descriptions & explanations first, and the lists afterwards in spoilers.

So... What does this codex cover?
  1. Efficiency
  2. Rooms
  3. Props
  4. Shrines
  5. 'Evilness Generators'
  6. Dungeon Cores & Themes
  7. Terrain Types
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Rooms, Props, and Efficiency
In this codex we get into the meat of what Dungeon Management games are all about — building rooms.

So what constitutes a 'room' in a dungeon sim, and what are they for? The answer is pretty simple: a room is any continuous set of tiles of the same 'type' that performs a specific function. Note that while most players (and often the AI) will build a lot of discrete 5x5 or 3x3 grids, in pretty much all of the games they can be of any shape, with a few caveats.

The biggest of those is that most rooms require what are also known as 'props', also sometimes called 'workstations', or 'widgets', in order to function. (I'll be using 'props', as that's the WFTO designation). These range anywhere from minion-created sleeping spots in a Lair or Graveyard, to single large props like the Tavern's meat cannon, to training dummies in the barracks. Generally speaking, there's usually a 1-1 or a 2-1 ratio of how many minions can work a given prop.

Generally, props in DK, DK2, and WFTO all require a 3x3 set of tiles surrounded by empty space, with the prop automatically appearing in the center. The empty spaces can overlap, and usually the rooms auto-optimize placement, meaning a 5x5 Archive will contain 4 lectern props.

In Dungeons 2 & 3, props are usually somewhat larger, typically taking up somewhere between a solid 3x3 or 4x4 area of a room, with 'empty' tiles of the room being dedicated to storage of whatever that room produces / stores.

Apart from props, the second major important factor when it comes to constructing rooms is what's known as 'room efficiency'. Efficiency has been a stat in almost every game, although what exactly it influences and how you improve it has varied widely. By and large however, efficiency dictates how fast tasks can be completed by minions making use of props, and in some cases it also affects things like room capacity, such as in the case of DK1's Treasury. This can make it a very important part of designing a room layout if you want it to perform as fast as it can.

How exactly room efficiency is calculated has varied from game to game. In DK, for instance, individual tiles had efficiency that looked for nearby same-type tiles, as well as what kinds of walls were nearby. In WFTO, efficiency is instead determined by the proximity of walls and doors to each individual prop. In Dungeons 3, all the game cared about was that the room was fully enclosed, with any combination of walls and doors, with any tile that is missing greatly penalizing it. And so on.

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Rooms upon Rooms upon Rooms.
OK, this is the meat of this codex, and as such it's kind of gigantic, with the entire codex coming in at like 10,000+ words. So this section gets a spoiler all to itself.

Dungeon Keeper 1 Rooms
Nothing particularly special to say here. Rooms available in the game that started it all:

  • Barracks — A rather odd one among the games, which is probably why it was dropped, the barracks allows the player to personally lead forces on raids by the simple means of placing a group of minions within it and then casting Possession upon one of them. This 'room' was notoriously for not working the way it's supposed to, though, with the game claiming a it has a number of functions, none of which seem to work or do so unreliably. Alongside the training room, it's required to attract Orcs. (I ignored this requirement for Taylor, as other games have them but not an equivalent room)
  • Bridge — A simple wooden bridge that can be built across water or lava. It's Claimable, so you can use it to hep you Claim tiles on the other sides of rivers and the like.
  • Graveyard — In Dungeon Keeper, bodies don't just disappear, and your minions find them upsetting if you have a lot just lying around. The graveyard provides a place for them to be interred. For every 10 corpses placed into it, you will also receive a vampire. A cheap and easy way to 'manufacture' vampires was to use imps — simply summon some and arrange for them to get killed in any of a number of creative ways, such as manually-activated boulder traps.
  • Guard Post — Effectively what it sounds like. Stick minions in here to make them stand around guarding the area.
  • Hatchery — Dungeon Keeper's 'food' room, which produces chickens. Having one unlocks Bile Demons and Spiders. (This has been altered for Taylor, who needs other means)
  • Lair — Where your minions go to sleep, or the injured to heal. Having certain pairs of creatures sharing a lair is a Bad Idea.
  • Library — DK's research room, which attracts Warlocks. In DK, minions that are willing to work here will get angry at non-workers passing through, and will tend to cast damaging spells at them to encourage them to leave faster.
  • Prison — A room for storing prisoners, obviously. Of interest is that like in Dungeons 2 & 3, prisoners can simply be allowed to languish until they die, at which time the will rise as Skeletons. Having a prison also unlocks the 'imprison' toggle, which makes it so your creatures will not kill enemies, and instead only render them unconscious.
  • Scavenger Room — A rather horrifying room composed entirely of giant eyeballs waving upon thick stalks of optical nerve. Creatures placed here will attempt to exert mental influence over others of their kind that currently exist on the map, and sway them away from other players or gateways to join your cause. Vampires are particularly adept at this, and if there are no other Vampires to attract, they'll scavenge for any unit type. The Scavenger Room attracts Hounds.
  • Temple — A kind of boring room in DK1, creatures can worship here to increase their general happiness. It also protects them from being scavenged (you get a message when someone else is trying to do that to you), as well as cures the Chicken and Disease statuses. Creatures may also be sacrificed into the waters to gain rewards, but the player has to experiment to find out recipes, and will be penalized by the dark gods for paying improper respect. This room is a requirement for attracting a Horned Reaper or a Tentacle.
  • Torture Chamber — A staple of all the series, this room is usually used to forcible convert to your cause heroes or enemy minions that have been imprisoned. In DK 1 & 2 it attracts the Dark Mistress.
  • Training Room — An absolutely critical room to have, second only to the library, you minions will come here to spend your hard-mined gold, training to increase their XP level. Leveling minions is so important that this room is considered one of the 'basic five', the others being the Lair, Hatchery, Treasury, and Library. Attracts Demon Spawn and Orcs.
  • Treasure Room — Your basic gold storage chamber. Interestingly, room efficiency affects how much gold can be stored on any given tile. A sufficiently large enough treasure room can attract Dragons directly, without the need to level up a demon spawn first.
  • Workshop — Where your mechanically-inclined minions go to produce traps. Unlike the WFTO foundry, this is styled more like a woodworking 'shop. Attracts Trolls and Bile Demons.

Dungeon Keeper Cut Content
I'm unsure how we actually know about these (Edit: Apparently the CE had a 'Goodies Disk' with cut content files), but there are a number of rooms that had been slated for inclusion for the original Dungeon Keeper game, and were for one reason or another cut from final consideration. The information available varies; with some we only know the name, others just the function, and in two cases, actually have a bit of developed content for (namely, the Dragon Chamber has cut Mentor dialogue left behind in the code, and there are images of the Summoning Chamber).

A brief list of the names:
  • Dragon Chamber
  • Infirmary
  • Kitchen
  • Crypt
  • Hive
  • Tomb
  • Summoning Chamber
  • Parlour

Dungeon Keeper 2 Rooms
Dungeon Keeper 2 kept almost all of the same rooms as the first game, with a few additions, and the removal of the Scavenger Room.

I'll only list the changes/additions
  • Casino — New. A happiness-related rooms, most creatures will come here to drink Beer and spend money when they have nothing else to do, allowing you to recover some of their wages. The Keeper can actually adjust payout rates, varying it between degrees of winnings that will either recover more wages for you, or make your minions happier. There's a 1-in-20,000 chance creatures can hit a jackpot, which causes them to go running to the nearest vault to pick up winnings, but also increases their productivity by a massive 35% for the next 60s.
  • Guard Room - Taking the place of the Barracks, this room attracts Dark Elves. It functions much like the Barracks did, allowing you to drop creatures into it who will then begin patrolling the room. It also has a large 'detection radius' that makes it easy for the Keeper to spot incoming enemies.
  • Wooden Bridge / Stone Bridge — The basic DK1 bridge was split into to different versions for DK2. Both can still be built on lava, but Wooden Bridges will eventually catch fire and burn away.
  • Combat Pit - A new room, this is basically an arena you can drop minions into to have them fight each other and gain XP up until level 8. A drawback to this room is that minions will fight until either they are KO'd, or there are no more opponents to fight. This has a side effect of that if you do not have enough imps available, minions can bleed out before they're brought back to their lair to heal.
  • Training Room — In DK2, this room can only train minions up to level 4. It also gains the ability to attract salamanders.
  • Unholy Temple — The Temple's primary purpose apart from sacrifice was overhauled in DK2, while maintaining the same general appearance. Instead of alleviating anger, worship now provides a boost to the Keeper's mana income. Creatures that become tired can also fall into the pools during extended worship sessions, inadvertently sacrificing themselves. As Horny is summoned via spell in DK2, the Dark Angel took his place as being attracted by this room.

Dungeon Keeper World (AKA, Dungeon Keeper Online)
So, seeing as someone has been steadily filling out the Dungeon Keeper Wiki with information from the aborted attempt at a Dungeon Keeper MMO when it was licensed to a Chinese company by EA, I figured I'd include a handful of the additions that seem useful. I have no idea if these are official names, but there's some images and concept art, as well as some vague details. Some of it's useful.

  • Alchemy Room — A place for the Keeper to build potions for their personal use using recipes discovered in the Overworld. (Congrats, Taylor, you can now have an actual Tinker rating!)
  • Furnace Room — For forging gear for the Keeper, also using recipes found in the Overworld.
  • Material Warehouse — Huh. So DKO used more than just gold. Hard to tell exactly, but it looks like Wood, Gems, and two types of Crystal are included. I suspect one of those two is something related to mana. Or a magical metal. No doubt it's used for crafting.

WFTO Rooms
A great many WFTO rooms heavily draw inspiration from Dungeon Keeper ones, so there's a fair bit of conceptual overlap here, even if overall general look of the room and the minions it attracts are different.

  • Alchemy Lab — What fantasy setting is complete without the ability to create potions with magical effects? Although admittedly, in this case, WFTO's 'potions' are more like single-use spells or magic bombs that cost a hell of a lot of gold to make. Crackpots are attracted by and work in this room, crafting the potions you purposefully queue up. Said potions then are picked up directly out of the cauldron prop and dropped, casting them like a spell.
  • Archive — WFTO's version of the Library. Unlike DK, the WFTO research system isn't a strict progression; researchers generate 'Sins' over time, which are then spent on several different branches of a tech tree, with each expenditure partially revealing more of the other trees. Techs don't have true prereqs, you just have to have enough research to have 'revealed' something. Attracts Cultists.
  • Arena — Basically the same as DK's Combat Pit, except for Beast units. Intelligent minions will sometimes observe fights, increasing happiness. While intelligent minions can be also chucked into the arena to duke it out, they gain less experience than from the Barracks, while Beasts don't use the Barracks at all. Attracts Beastmasters, who will forcibly drag your beast minions into the arena to train with them.
  • Barracks — Essentially DK's training room. Attracts Gnarlings.
  • Beast Den — A disgustingly fleshy room, this room is the lair for beast-type minions, and will also house a single 'beast portal', from which beasts will randomly enter your dungeon just like intelligent minions enter via a netherworld gate. This will allow you to attract minions even if there are no netherworld gates on the map, and has the added feature that the more separate beast dens you have (IE multiple rooms, and thus multiple gates), the faster you'll spawn new beasts. It's an entirely valid strategy to go ham with beast-spam zerg rushes.
  • Bridge — Like in DK2, WFTO has both wood and stone versions, with somewhat similar properties.
  • Crypt — Very different than the one from D2, this is more like the DK Graveyard: a place to store corpses. The crypt contains Soul Pyres, which your imps throw dead minions onto (or the Underlord can drop live ones into it, killing them), to be later revived as Ghouls, Revenants, Banshees, etc, by spells, rituals, and necromancers. Attracts Necromancers.
  • Foundry — Where your minions will forge and store parts for your defenses. Attracts Chunders.
  • Garrison — An odd room that should only really ever be built as a 3x3, the Garrison features a magical bell tower in the center, which, when rung, projects a large aura that gives a massive (non-stacking) boost to nearby walls and Defenses. Walls and Defenses gain 50% damage resistance, and Defenses also deal 300% damage, while the aura is active, which lasts 5 minutes before needing to be recharged by an Augre or Juggernaut. Attracts the Augre.
  • Lair — Generic creature sleeping area for non-beasts. KO'd intelligent minions will be dragged back to their beds to be healed.
  • Prison — Pretty much the same as every other game. Though this one spawns rats that can be eaten or dropped manually into the Meat Cannon, lol.
  • Sanctuary — A cultist-themed version of DK's Temple. Black & red theme, arches instead of pillars, with an altar instead of a pool. It is here that your Cultists will perform your Rituals, and like the Temple, you can sacrifice units here to receive newer, more powerful ones. (Such as being the only source of Vampires)
  • Slaughterpen — WFTO's basic food source, which provides 'micropiglets'. Basically a big pig sty. Eating raw pigs will slowly anger your intelligent minions, but they'll do it if there is no tavern.
  • Spirit Chamber — A room that allows Witch Doctors to rapidly channel experience into a minion placed on one of the pedestals. This process is very quick, far quicker than combat or training. Spirits can also be dropped onto a minion here, immediately destroying the Spirit and granting the minion it's XP. This room's functions can be toggled on and off as desired, as channeling XP is extremely expensive in gold costs. Attracts the Witch Doctor
  • Tavern — Provides ale and pork sausage to your intelligent minions, returning a little of their wages to you every time they eat there. Meals also boost productivity for a short period, so keeping the tavern close to work spaces is good. Uses the Meat Cannon prop to produce the sausages, and the cannon isn't terribly picky about what kind of meat goes in there. Your minions won't mind if you drop in the occasional hero from your overcrowded prison....
  • Torture Chamber — Just like the other games, this is used to forcibly convert enemy units. In WFTO it has another purpose, which is to simply burn prisoners alive, which converts them to a Spirit, which is a limited-lifespan scout unit that retains the experience levels it had in life. Attracts the Succubus.
  • Vault — WFTO's gold-storage room. It's a lot fancier than most other games' version for some reason.

Dungeons 1 Rooms
Tbh, I can't really stand playing this game for long, so while it has some useful concepts and creatures I'm not going to spend much time trying to list out all it's content. I did use skirmish mode to do some quick look-overs at it's creatures, and at some point I'll try and type up some basic room descriptions (what few there are -- mostly theyre defined by props), but it'll be awhile before I get around to it.

Dungeons 2 Rooms
Not much to say here, beyond that Demons in D2 don't need sleep and thus have no 'lair', but instead require 'Admiration' periodically.

It should also be noted that, as mentioned elsewhere, Dungeons 2 is the only game to fully split the game into 3 different factions, which the player is either assigned during the campaign, or selects one when setting up a skirmish game.

  • Alchemy Lab - Undead faction trap part constructor. Makes 'clay pots' and has two different workstations - one that's slow and staffed by skeletons (Alchemy Table) and one that's automated and fast (Alchemy Station). Unlocks the skeleton unit tree.
  • Arena - Can contain the Fitness Station, which relieves boredom, and the Fighting Pit, which is basically a glorified training dummy that somehow evolves your Horde minions.

  • Brewery - A place for orcs and goblins to brew beer with a big machine.

  • Cemetery - Why this is different from the Resting Place, I dunno. Regardless, this is where slain undead units are automatically resurrected after a time, if there is space for them to be interred.
  • Chaos Forge - Research room for trolls to improve the Horde's weapons and armor.

  • Crystal Chamber - Like the Shadow Chamber

  • Death Watch - Same as the Defensive Outpost below, except with a 'Cemetery Bell' instead of the gong.

  • Defensive Outpost - Keeps minions placed into it on patrol, and contains the Sentry Gong, an Alert structure that calls nearby units to defend. Can be toggled manually by the Hand of Evil.

  • Final Resting Place - Provides space for coffin-shaped slime baths set into the floor, for undead to sleep in. Needs staffing by Forgotten, who need to clean the bath afterwards. (Followup: OK not just coffin shaped. The pools come in several sizes and levels of fanciness, including with bone sculptures and giant white flowers)

  • Guard Room - Same as the defensive outpost. Don't recall which faction offhand.

  • Hall of Admiration - Helps recover demon unit hit points and provides rest. The Podium of Admiration is an overly large platform with glowing stone bats surrounding it, upon which the unit to be admired stands on. Servants are required to come to the podium and 'admire' the demon who needs healing/rest.
  • Hell Forge - Researches creature upgrades. Not really sure why it's a 'forge' because its mostly dedicated to improving/learning creature abilities rather than armor/weapons, but eh. The Skull Forge is the name of the workstation - a big ol' dragon-head shaped forge.

  • Hospital - A place to heal your horde minions. Has two stations: A basic bed (little more than a mat on a straw floor) to rest & heal, and the Defi-Bri-Mat, a mad-science gadget for reviving slain horde units.

  • Laboratory - Your typical Dr Frankenstein lab full of weird gadgets. Has 2 workstations, the Test Station and the Transformation Chamber. The station is for research and the Chamber is for evolving your Undead creatures.

  • Mana Tomb - Unlocks Ghost unit tree. Basically the Shadow Chamber renamed.

  • Shadow Chamber - Where your Shadow demons mine mana and research new spells. Unlocks the Shadow Demon unit tree. Note that, unlike D3's Arcanium, a Shadow Chamber needs to be built in the vicinity of a Mana Node, a large, spinning blue crystal structure sometimes found while mining. One must construct a Mana Shrine on top of said crystal in order for your demons to mine mana from it.

  • Spider Den - A room filled with ichor, glowing acid, and green egg sacks. It's 'workstation' is a giant, multi-tile larva with huge pincers and lots of webbing around it. Kind of zerg-like, apart from the color themes. The spider den produces Spider Eggs, which are the D2 demon equivalent of Parts, used for traps. Provides access to the Fright Demon unit tree.
  • Summoning Chamber - The room where demon faction minions get resurrected upon death. It contains 2 props, the Pit of Evil, which does the resurrecting, and the Pentagram, where you can sacrifice a worker to upgrade a demon into a new species.

  • Tinkerer's Cave - A place for goblins to make toolboxes.
  • Torture Chamber - Unlike in DK/WFTO, the torture chamber in D2 is a needs room. It alleviates boredom, and the workstation comes pre-stocked with a generic prisoner, rather than you capturing enemies.
  • Treasury - The basic treasure storage room for all D2 factions.
Note: For some reason I seem to be missing the information on whether or not Horde units need a sleeping space in D2. They might not, if Beer fills their '2nd need' slot, so to speak. I'd have to go back and check. But iirc Horde has Hungry, Thirsty, and Bored meters, Demons have Admiration and Boredom meters, and Undead just have a Sleep meter. All of them need wages too.

Dungeons 3 Rooms
Not much to add here, other than noting that while the tech tree is divided into 3 different faction branches, plus a fourth for Thalya and general dungeon upgrades, they are all available to the player at the same time.

  • Arcanium - D3. A room dedicated to mana farming. It's not much on its own, just an empty room to store blobs of mana. The workstation is the important bit, the Mana Shrine, which is a giant Dark-Crystal type shard on a platform with runic circles. Demons stand in the circles and drain mana from the shard. Why you will a shard into existence (read: pay gold) and then mine it, I dunno.
  • Arena - D3. Works like the Barracks and the training room, providing a Fighting Pit station that units train XP on. Fills a need for Horde units as well.
  • Brewery - D3. Produced and stores barrels of beer, which are the 'food' object for Horde units. Beer has a minor healing effect. Beer can be made manually or automatically depending on which of two Brewing Kettles is used, and any horde-type can work the station.

  • Chamber of Relaxation - D3. This is basically a Spa for demons. Fancy stone pools of purple, glowing, mana-water. Actually consumes mana to run, which is delivered by Snots, but it is required to raise demons over level 5. (Chamber of Relaxation + Hall of Admiration, for providing a makeover service, anyone?)

  • Crypt - D3. Kind of an odd room. It looks a lot like D2's laboratory, but instead of having a hospital for it, it is here that the D3 Defi-Bri-Mat is found. Horde and Converted creatures who die will be stored and revived here. You can even dig up graves and drop the dead creature that was in it into the room.

  • Guard Room - D3. Same as in D2, essentially, with the addition of the Automatic Drum, which is like an alarm trap.

  • Gobbler Farm - While DK had chickens and WFTO has pigs, Dungeons has Turkeys. No hutches here, just a wooden fence and spontaneously-generating eggs.

  • Graveyard - D3. Lair for your undead, with similar bed-making mechanic. Defeated undead automatically respawn in the graveyard, and slain heroes can be turned into zombies if there is space.

  • Hideout - D3. Horde units heal and sleep here. Unlocks Orcs. Whenever a new horde unit is summoned, a Lil Snot will rush to the room and build a bunk of some kind for the unit.

  • Lecture Hall - Unlike the other games, the Library-equivalent of D3 is a little ways down the tech tree. It allows only specific kinds of research, called 'scrolls' which are still weirdly enough found in the research tab. It functions as a kind of physical repository (based on size) for major unit/dungeon upgrades and spells you've unlocked.

  • Prison - D3. Works the same as the DK/WFTO ones. Once you have it, enemies will only be KO'd and Snots will capture them. Captured heroes will eventually starve and turn into skeletons if they aren't converted elsewhere.

  • Sinister Laboratory - Like D2's Laboratory. This one is mega-purple, with lots of tesla coils. It's kind of a redundant room because it makes magic toolboxes, but the Tinkerer Lab can do that too, this one just lets your undead do it. And it cant produce normal ones for w/e reason.

  • Temple - D3. Fills Undead need to Pray, which is required to advance past level 5. Has a sacrificial pit if big enough that's kinda like the D2 one, but I don't know any of the recipes. It is used in the campaign though.

  • Throne Room - In D3 this is a dungeon core room. In D2 it's an actual throne room most of the time, with a style based on the faction. Note that the D3 version contains open pits of lava with which you can… dismiss… recalcitrant minions.

  • Tinkerer's Cave - D3. Where goblins produce Parts. It's very much the mad goblin science type workshop, filled with bizarre gizmos. Has two different workstations, both for making parts: The Tinkerer's Machinarium and the Magic Machinarium.
  • Torture Chamber - Same as DK/WFTO, this one's used to convert units who are imprisoned, though Dungeons 3 only allows a default starting value of 3 maximum corrupted heroes. (Largely because they are way better than your average minion). As with the Graveyard and Prison, though, that number can be upgraded.

  • Treasury - As always, the basic gold storage room.
  • Vortex - Demon version of a lair with similar mechanics to the other two. Demons automatically die and revive when defeated (they never KO), but they drain mana while reforming.

  • Workshop - D3 room where Snots produce Parts. Why there are 3 different buildings that make Parts in the game, I dunno. Needs a workstation that's a big conveyor belt/machine press.

Custom Rooms and Workstations
Due to the nature of the fic, occasionally I might have need for something that fits the overall dungeon-simulation theme but is not actually present in one of the 5 main games I'm referencing. Examples of this would be a general stockpile room: Stone, Wood, and Metal are not resources that exist in any of the games, and thus have no location in which to be stored. Neither are they really 'treasure', so I question storing them in a treasure vault. In a similar vein, Giant Rats are a common feature of dungeons, and are present in Dungeons 2 and 3 as a hostile creature. However, there is no buildable room to allow you to recruit them.

Also similarly, you have Empire units, assuming I end up choosing to use them. Normally, when these units are available, they tend to match up to the original Keeper room, such as the Matriarch and her ghostly Sentinels being the Empire-gate version of the Necromancer and his Ghouls, both of whom require a Crypt and can also work in the Archive.

This is where artistic license comes in. Should I wish to include such elements, I'll simply create something of my own that I feel serves the need and fits into the overall scheme of 'building and operating fantasy dungeons'. This will largely be relegated to rooms and workstations more than anything else, but on rare occasions may include minions as well.

Note that, as always, just because it's in the list below does not mean it will actually appear or even be used in the manner listed, and additions may be made from time to time as they occur to me. In cases where something has appeared in the fic, it will be moved to the top of the list and marked with an asterisk, and have the description corrected.

  • Cookfire* - A workstation that's placeable in empty rooms. Requires a goblin to operate, and provides basic charred meat for horde minions. Does not need to be researched.
  • Stockpile* - A simple tiled room for the organization and storage of resources. Works like a Treasury, but also stores other game objects such as Mana Orbs, Beer Barrels, Parts, and other dungeon-produced goods.
  • Treasure Room (Variant)*: A variation on the normal treasury rooms common to all the games and one inspired by Dungeons 1 mechanics. When reached by an invader, it will produce random loot drops for them which, if accepted, places them under a temporary, week-long Master effect which compels them to leave the dungeon's core unmolested. (Inspirations: Dungeons 1 basic concepts, MMORPG mechanics such as boss drops and raid lockouts, action RPGs)
  • Crystal Cavern - An underground-only room covered in crystal protrusions. Requires the presence of multiple special value tiles. (Mana, Gems, Diamond). Allows the creation of Crystalline Entities. If lava is present, allows the creation of Obsidian Drakes. (This could also be considered a dragon cave ala D3)
  • Deep Woods - An aboveground-only room characterized by a ring of impassible trees and an overhead canopy that blocks out most light. Requires additional trees to be placed within the room itself. Allows the creation of Druids (D2), Treants (D2)
  • Fairy Falls - A room characterized by possessing a waterfall and a deep pool of clean water. Allows the creation of Fairies (DK/D) and Pixies (D2).
  • Forest Glade - An aboveground-only room which is characterized by an open clearing surrounded by trees. Allows the creation of Giant Bears (D2), Centaurs (D2)
  • Sewer - An underground-only room filled with either flowing sewer water or poisonous slime. Requires walkable tiles and numerous superfluous grates. Allows the creation of Giant Rats (D2/3), the Tentacle (DK2), and Slimes (C)
  • Spider Nest - Webbed ceiling and walls, egg sac deco, and multiple chasms make for a great spider cave terrain. May be a variant unlock for certain creature types.
  • Tavern (Variant): In addition to normal effects, a tavern of sufficient size and grandeur will allow the creation of basic adventurer type minions. (Dwarf Warriors, Elf Archers, Human Guardsmen, etc, whatever their types might actually be called)

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Random Props
Currently, this is just an assorted list of props that have caught my eye for one reason or another, and didn't fit in anywhere else. It's far from complete.

  • Giant Mushrooms - D3. Poisonous and edible varieties.
  • Small evil mushrooms — they look a lot like spotted varieties, except black with glowing orange or green spots.
  • Potion Factory - D3. There's a kind of giant purple cauldron sitting on top of a machine that auto-bottles potions.
  • Magic Pylons - D3. Not sure exactly how to explain this one, since I've yet to see it in the campaign. But in the main menu screen features two different protoss-pylon looking structures: a trio of purple crystals in a black, forsaken tile ruin, shooting beams into the sky, and a pair of red crystal pylons in a more WoW-troll-looking ruin. Dunno their purpose. (Followup: They're capturable long-range spell-nukes!)
  • Mysterious Mushroom - An overly large, glowing, bouncing mushroom occasionally found in D3's 'An Unexpected DLC'. Destroying it will cause it to drop either potions or upgrade tomes.

  • Fish grill — a deco prop found in some villages. Basically a pot of coals with a grill with a fish on top. So I guess that's a seafood option for Taylor to use.

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Shrines

WFTO in particular introduced the idea of 'Shrines': large, prebuilt 3x3 structures similar to portals that granted various benefits to the Keeper who controls it. It's not strictly accurate to say that WFTO was the first, as DK1&2 had several different claimable portals and a few other claimable objects with special properties, but it would be accurate to say that WFTO formalized them as a specific room type, and made frequent use of them as campaign objectives.

These structures tended to provide the player with hefty advantages — anywhere from drastically increasing mana regeneration, providing an infinite source of mineable gold, or drastically accelerating research rates.

What exact role shines will take in Hive Keeper is yet to be determined. I would certainly like to include certain ones, but they tend to provide quite strong effects, and in the games there isn't any way to actually build one — they are merely found. Some people have suggested making building them prohibitively expensive, and/or require heavy mana upkeep, which are solid ideas, so we'll see.

  • Core Shard - Game mode objective which is a fang-shaped spike of crystal hovering over a flaming rift. Usually you have 2-3 of them, and if they are destroyed, your core dies and you lose.

  • Empire Shrine - A portal to the surface world through which heroes enter the dungeon. Sometimes these are claimable by the player, allowing them to effectively play as an Overseer (a 'good' Underlord)

  • Gold Shrine - A square chunk of solid gold that can be mined infinitely.

  • Goldstone Megalith - A floating spire of gold, with orbiting golden shards. A variant of the Gold Shrine found in the Crucible game mode (mission 1). However, unlike a normal Gold Shrine, it's not claimable, having a health pool instead. It doesn't need to be mined, instead providing 25 gold per second.

  • Incantation Shrine - A giant purple sphere with a band of metal coiled about it, set into the floor. Five smaller spheres slowly orbit above it. Controlling one reduces the mana cost of spells by 40%.

  • Inhibitor - A big ol' pink glowing thing, complete with massive beam of energy up into the sky. It's made of four stone totems with runes on them, rotating within a separately spinning shield-ring. Lore-wise, they somehow prevent an Underlord from reaching the surface world.

  • Mana Shrine - Not to be confused with the Mana Vault. It's a blue tiled 3x3 room with piles of mana dust in each corner and some sort of twisty magical tree with pink flowers in the center. It raises your maximum mana cap when controlled.

  • Manufacturing Shrine - A half-sphere with four auto-hammers set above a grate, beneath which lies a bed of coals and lava. Produces Parts without the need for minions to work it, at a fairly significant rate.
  • Moongate Shrine - A large white teleport pad that connects to other shrines or moongates that the player controls.
  • Nether Shrine - A giant, creepy stone skull, which breaths green flames. It slowly rotates upon a platform which is also wreathed in green fire. If controlled by a player, it will periodically spawn banshees that will seek out the nearest Core or Shard.

  • Perception Shrine - A gigantic greenstone eye encased within 3 gyroscopic stone rings. Grants a large radius of vision within the Fog of War.
  • Research Shrine - A really fancy 3x3 Archive room with lots of glowy lights. Can be assigned 1 researcher who will acquire Sins very rapidly.
  • Siege Shrine - A wood-floored 3x3 room with what looks like a wooden, canvas-covered war-wagon chained within. It allows your workers to bypass enemy walls' fortification bonus.

  • Summoning Shrine - A campaign object, a large, floating sphere of steel around which golden orbs and energy swirl. Within the sphere lies a sort of golden puzzle-sphere, which can be opened. The one you are searching for is a link to the Titan known as The Colossus; the others are traps.

  • Toybox Gateway / Aetherial Gateway - A special gateway type found in My Pet Dungeon and The Crucible. It's pretty fancy-looking, being a carapace-like blackstone half-sphere with a gaping hole at both ends, from which pours dark blue energy and mist. It can spit out either heroes or keeper minions.

  • Underhill - A specialized Shrine for the gamemode, 'King of the Underhill'. It takes the form of a nether rift characterized by a circular, stone-claw-ringed hole, which exudes pale gas. Shards of stone are pushed out of the rift, to slowly fuse into a sphere, which is then launched across the map to strike at Dungeon cores belonging to the controller's enemies.

  • Underworld Gateway - A portal to the nether realms through which minions are attracted. Which somehow is a different place from dungeons the where the Underlords build.

  • ???? Golden Orb - Probably not important for our needs, but it's a golden orb thing that's researched by cultists as part of the Heart of Gold storyline. They typically contain something - golden sentinels, specters, or a trap.

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Evilness Generators
These are a little hard to describe, and I don't know if they're ever given an official name in-game. This is just what I call them, though I've heard a few other players refer to them as 'hubs'. Basically though, in D3 (and maybe D2 as well?) there are these shrine-like capture points scattered around every overworld map, which function source of the games' research-points resource, which the Dungeons series calls 'Evilness'. When controlled by the player, every so many seconds they spit out a bubble of said resource, which is automatically collected. Evilness is then spent by the player when performing many different kinds of research, typically alongside additional gold costs.

These capture points all take the form of gigantic structures, and they have both a 'pure' and a 'corrupted' form, with each form often being very much different (you'll see below, I tried to match them up but missed a few). When Thalya 'destroys' a pure structure it becomes corrupted, and like when the heroes take over a corrupted one, it becomes purified.

I decided to go through and dig up as many as I could find, but I doubt the list is exhaustive since currently I've yet to get back to the post-campaign DLCs. I will also note that while Evilness is not a resource I will be using, I am highly likely to use some of the below for inspirations for custom rooms, especially for creatures that are in the games but don't normally have unique ways to attract them. (Examples being Fairies, Pixies, Unicorns, etc)

  • Fountain of Life —Features a large statue-fountain of a beautiful woman in a loose dress, pouring water from an urn into the basin. The fountain lies in the midst of a dense garden and is encircled by topiary walls. According to the tooltip, the water in the fountain is Holy Water. ("Holy Water is bottled here."). Not to be confused with the Tree of Life
  • Carnivorous Plants - D3. The corrupt counterpart of the Fountain of Life. They're a bit like gigantic daffodils, but with a red, spiked-leaf skirt under the bulb and teeth in the center.
  • The Great Old One - More like a giant creepy plant than a monster. A giant structure of red, crystal-like, thorny vines with huge, glowing orange eyes all over it. It's one of the Evilness Generators.
  • Pixie Village - A lightside Evil Generator object. Consists of a giant tulip with a number of small flower & vine themed houses surrounding it.
  • Withered Plant - the corrupted version of the pixie village. The name is weird, since the object is actually a gigantic derpy-looking snapping turtle, which the tooltip claims 'ate all the fairies that used to live here'. The turtle is surrounded by giant cauldron-looking tulip flowers filled with glowing, neon-green sludge.
  • Halfling village - lightside generator. Literally is a ripoff of The Shire. (under-Hillside homes with circle doors)
  • Hauted Village - Holy shit, lmao. Not actually a unit, but another evilness generator, this one is one single giant serpent that's taken over all the buildings in the halfling village. Piggot would crap her pants seeing this - it's easily Endbringer-tier in size. (Probably not in strength, but still) Looks pretty evil - primarily red body, with black spines, white stripes, and black rings between the red & white portions.
  • Stone Circle of Good - Basically a magical-looking stonehenge with glowing blue runes all over it.
  • Unicorn Retreat - A lightside evilness generator. Has a pond with a big unicorn head fountain, and several unicorns standing around. And a rainbow.
  • Hot Slime Springs — OK this darkside version of the Unicorn Retreat is... hard to describe. It's a hotspring, obviously. With... green water and giant weird eyeball orchids? And a huge lava helmet of the Ultimate Evil.
  • Crystal Biotope - A field of giant amethyst geodes. Lightside evilness generator. (Forgot to screenshot)
  • Dracolich - Corruption of the above. Not actually an undead creature, just a gigantic creepy skull w/ribs which wiggles a big.
  • Tree of Life — Kind of a chinese shrine sort of thing. Big huge tree w/pink flowers, red torii, bridges over clear water, fireflies, etc.
  • Tree of Terror — Corrupted version of above. Tree changes to a monster — flaming branches, 4 red crystal eyes, a crystal-toothed maw. Platforms on the water gain dragon symbols, and the torii become circular arches w/ demonic runes. The water becomes green and swamplike.
  • Great Cathedral - Basically that one anti-undead faction church in WoW, the... light bringers?
  • Home of the Necromancers..... I just can't even.... Ok, look, it's basically a goofy megazombie and a few piles of skulls and bones and coffins.
  • City of Dwarfs — A mountainside town.
  • Dragon's Lair — Well sheeite. That's a proper red dragon that's now perched on the remains of the dwarf city. And it's fucking huge.
  • Tower of the Long Flowing Locks — Given this is in the D3 fairy-tale themed DLC, I'm sure you can figure out what this looks like.
  • The Mushroom From Hell — Weird, haha. Corrupting the above turned the Tower into a single gigantic evil mushroom. Purple cap instead of roof, gaping maw, and surrounded by all sorts of other mushrooms, ranging from giant cone-mushrooms to the little round ones. Glowing and non-glowing varieties, and in red/orange/blue/green/white

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Dungeon Cores / Enemy Keepers
I decided I'd include a small subsection here on Themes and Dungeon Core styles, as well as the various Keepers/Underlords/Dungeon Lords.

First up, WFTO Underlords and their core rooms:
  • Kasita - The Underlord of Gold. She's obsessed with wealth. Her core is a giant lump of shining metal, around which spins a number of cut crystals with gold settings. Around the core also spins a ring of metal, to which more crystals are affixed. Four solid gold blade-arches are attached to ring, which curve upwards to a point above the core.
  • Kasita (Silver) - She has an alternate skin, which is as the name implies, silver themed instead of gold. IMO, her silver theme is nicer looking. It looks pretty classy as opposed to gaudy.
  • Oberon - The Underlord whom the player takes the role of in the primary campaign. Oberon's core sits upon a dias of plain stone, upon the edges of which stand eight claw-like stone obelisks. His core is formed of several angular boulders of obsidian, which pulse rhythmically with green light, in the manner of a deep heartbeat. Several smaller pieces of obsidian orbit the core, spinning at random.
  • Rhaskos - Rather than having a core, Rhaskos appears to reach into the world through the use of an amoeba-like elder-god-type monstrosity, which lies squelching within a stone basin upon a raised platform. Four stone pillars with chains lie at the corners of the platform, which the beast grasps in it's tentacles. A short set of steps leads from the dungeon floor up to the basin.
  • Shale - A more than half-mad Underlord who primarily loves explosions and beasts. What those two things have to do with each other, I have no idea. Her core is a giant, lidded, red-metal cookpot sitting upon a bed of coals & fire. Several blackened, flaming spheres of (hopefully) coal orbit the pot, which bounces in place.
  • Volta - His core is a little hard to describe. Think trio of giant drill-towers that repeatedly rise and fall, pounding away at whatever lies beneath the flames and dust that exude upwards from beneath the machine.
  • Lamash - His is a giant spinning chunk of dirt and grass, with tombstones sticking up out the top. Several coffins orbit the sphere, and it floats above a depression in the ground which is ringed by a wrought-iron fence, with miniature, cartoonish, shingle-roofed mausoleums at the cardinal points of the fence. Oh, and his core drips slime. (He's the undead specialist, can't you tell…?)
  • Markus (Sovereign Theme) - This core appears as a huge glass sphere of swirling energy, contained within a secondary stone sphere that squats upon its platform with clawed feet. (Somewhat reminiscent of the kind found on fancy bathtubs). The energy within the sphere pulses with the typical heartbeat of the Underlords. Surrounding the sphere at the edges of the platform are four triangular obelisks. All the stone in the dungeon is tinted, with eerie, often pulsing, runic circuitry running throughout. The color of the energy/runes is dependent on the player's chosen color.
  • Draven (Kickstater Theme) - His core is spinning construct made from four giant skulls, fused together such that they each look a different direction. Each skull is wearing a helmet (thus forming a kind of steel 'roof' structure on top) and has balls of lighting in the eye sockets. The core rotates fairly quickly above a pit of bubbling gasses that lies amidst a field of bones.
  • Korvek - An Underlord with a split mind, who possesses two cores. His 'core' is really just a ring of cultist statues, all surrounding the chained ghost of another cultist.
  • Zeam (Founders Theme) - Another hard one to describe. Think… a square of sheer, cliff-like obsidian, with miniature stone statues carved in the sides. The cliffs have been shattered by an earthquake, with glowing light erupting from the rifts while each individual piece of cliff rises and falls. I use the word 'cliffs' because it looks like a miniature terrain piece shrunk down. (And it moves much like the pieces on the world map)
  • Mira - She's apparently got a thing for right angles. Her core is a cube floating over a square-shaped energy-portal, and everything in her dungeon is formed of night-dark stone carved into a densely-packed maze pattern.
  • Evil Arcane Theme (no associated Underlord)- This core room is fairly simplistic. His dias is little more than a stone square with runic script, which runs around the borders of the square as well as crossing it in a large 'X'. The core itself seems little more than some sort of portal - a sphere of outward-pushing energy which sparks with occasional arcs of electricity. It floats atop a simple low platform inscribed with mystic circles, with four thin claws of stone placed along the cardinal points. It should be noted that for this keeper, the color of the energy in the core (and other runes in the dungeon) is the same as the player's, rather than being preset.
  • Arcane Theme - same as the Evil version, but the stone in the dungeon is of a light grey color, and instead of imps you have dwarven arcanists for workers.
  • Empire Theme - Doesn't have a core, but rather a Throne Room. The Empire set is characterized by lots of white stone and red carpets. The throne a large stone throne, flanked by two pillars, which sits upon a tiered dias. No imps, uses dwarf miners instead.
  • Phaestus - A Lord who uses a recolor of the Empire theme, with brown carpeting and very dark grey stone.
  • Dwarven Theme - Also not a core. It actually looks like a repurposed Empire Portal, except it's got wooden doors set into the arches, and inside of the 'gate' sits a large wooden table with food and drink on it. Like the Empire theme, there's a lot of red carpet involved, but the walls are well-worked gray stone overlaid with a lot of wooden beams and supports, as well as various ornamental furnishings like drinking horns, shields, etc.
  • As a side note, there are several other Underlords who are named and given titles, but are never seen by the player except as defeated pawns in The Under Games. They are: Arboreus (The Force of Nature), Carrion (The Butcher), Kronos (The Eternal), Morgana (The Dark Queen), Nemesis (The Vengeful Father), Steven Fright (The Master Tactician), and Zanzanog (The Savior). There is one additional Underlord mentioned in a multiplayer map description, Eutharia. Oh, and a loading-screen caption that's probably a joke that mentions 'the most feared Underlord, Sammy'.
Regarding Dungeon Keeper
  • Fun fact: Several Underlord names in WFTO are tributes to Dungeon Keeper: Carrion, Kronos, Morgana, and Nemesis are all Keeper names from DK2.
  • If anyone happens to know of any other names from DK1 or DK2, please let me know. I was unable to find mention of them anywhere without playing them again, and my time is limited.
Next up, the Dungeons series. These aren't so much cores (though they do have them) as they are Dungeon Lords:
  • Deimos, aka The Ultimate Evil — The player's role in Dungeons 1 &2, and he plays a background role in Dungeons 3. He's a giant Sauron-like armored knight with a curved-horns helmet.
  • Kalypso — Deimos' 'traitorous ex-girlfriend' who sets him up to lose his throne at the start of the game. She's a succubus, dressed in a red... crisscross ribbon thing that I have no idea how to describe, which ofc shows a lot of skin.
  • Diabolos — An obvious play on words in a reference to the Blizzard game Diablo (this is made clear by the dialogue). He doesn't actually appear in the game; but is mentioned occasionally, usually via sarcastic remarks.
  • The Zombie King — An undead king, with lots of undead minions, obviously.
  • Minos — a giant Minotaur.
  • Marthas — A fallen paladin who's persuaded to abandon the Light by Deimos. (Not actually clear on if he's an Underlord-equivalent... havent gotten that far into the game yet.)
  • Thalya — The player's stand-in for Dungeons 3, she's a Dark Elf spellcaster whom Tanos attempted to redeem, but whom was turned back to evil by Deimos re-corrupting her from afar. Her Dungeon Core is a giant, vertical crystal that floats over a chasm, one very much reminiscent in shape of The Dark Crystal except, blood-red in color. The rest of her core chamber is filled with black stone and globes of purple fire, and in the corners are open pits that lead to, well… nowhere. A black void with purple gasses moving through it. Minions dropped into the pits simply vanish without a trace, refunding their population points.

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Terrain Features
Terrain is another feature that plays a fairly large role, at least in Dungeon Keeper and WFTO, where it is used as a limiter on the size of a dungeon, the pathways the player can take to get around the maps, and plays a major role in the formation of natural chokepoints for laying down traps. In Dungeons it plays a much diminished role outside efficiency and forming the pathways a player must take to get around on the surface.

Since terrain tiles and walls all play a role with regards to the construction of rooms (such as Fortified Walls affecting efficiency, or Brimstone requiring the use of Underminers in order to get it out of the way), I've decided to include that here as well.

Unfortunately, it's a bit hard to really come up with sufficient names to categorize each type of terrain. That's because terrain ranges everywhere from dirt cubes that have yet to be dug out; room walls that have yet to be fortified; uncrossable chasms filled with lava, crossable rivers of lava; sand blocks that can be dug at double speed; blessed dirt that can't be built on after it is dug out; and brimstone that can't be dug, only blown up with explosives.

For simplicty's sake, I'm going to refer to solid blocks that aren't walls but take up space as differing types of 'Dirt', and dug-out or otherwise open space as 'Tiles'. And last, there will be 'Walls', which should be self-explanatory, except it isn't because for some reason the games consider doors to be walls in a mechanics and UI placement sense.

Dirt Types
  • 100% Grade-A Dirt. Also more properly known as 'Dirt', 'Earth', or, more confusingly, 'Rock'. This is the stuff which usually comprises most of a given map, unless it's one of the weird ones where you're invading some kind of massive Empire fortress, or where the author thought it would be funny to make a nearly-entirely-open-chasm map that looks like Flowey.
  • Rock. The polar opposite of Dirt, sometimes called Impenetrable Rock, Impenetrable Stone, or Solid Rock. Not to be confused with diggable dirt blocks, despite DK 2's daring attempts to muddy the issue and call it's Dirt, 'Rock'. These spaces are entirely unmineable and unpassable by any means, and serve as a boundary line for various purposes, be that the edge of the map or to create natural chokepoints.
  • Gold Seam — Every game has these; they're a mineable resource, a dirt block shot through with gold ore. Mining them causes your worker's bags to fill with gold coins, which must be delivered to a treasury. Once the gold is depleted, the block breaks and becomes a Dirt Path tile.
  • Gem Seam — From DK 1 & 2, these are dirt blocks which are filled with gemstones. They function much like a gold seam, with the exception that they can never run out of gold, and thus function as an infinite wealth source. They are usually positioned such that either every player gets one (in multiplayer/skirmish), or in central locations to be something to fight over. DK 1's seams were made of amethyst, while DK 2's were a mix of several different colors of gemstone.
  • Diamond Seam — The Dungeons' series version of a gem seam. They function the same way. For some reason, they're red in color.
  • Compacted Mana — Don't recall if this actually has an official name, but in Dungeons 3 at least (and maybe 2?), you can find dirt blocks with mana orbs stuck in them. Mining them causes the mana to pop out, to be collected and taken to your Arcanium and stored until used by casting spells.
  • Compacted Toolboxes — For some reason, in some maps you can find dirt blocks with toolboxes (ie Parts) instead of mana. Usually nets 8 or so per block, which is enough to build 1-2 props or traps that need them.
  • Brimstone — From WFTO. A dark rock filled with smoldering coals, Brimstone cannot be mind. It can, however, be destroyed by detonating an Underminer nearby, which will cause a chain reaction whereby each Brimstone block will destroy any other Brimstone it is connected to.
  • Obsidian — Like Brimstone, but without the chain reaction. Like in Minecraft, it's a weirdly purple rock as opposed to volcanic glass.
  • Sacred Earth - Dirt block from WFTO that looks like white sand and can be dug, but leaves behind Sacred Ground that cannot be claimed.
  • Rocky Earth — WFTO. Dirt with extra rocks in it. Takes twice as long to mine as normal dirt.
  • Augrum Wall — WFTO. Not a wall per se, but rather a dirt block that's shot through with iron. 2.5x as durable than normal dirt, and can still be fortified. Not generally found naturally, but rather is created through alchemy.
  • Quartz — WFTO. A pinkish crystal block that takes three times as long to mine out, and which is resistant to explosives. Is fortifiable. Quartz is found naturally.
  • Sand — WFTO. Sand blocks are very quick to mine, having only a quarter of the hp of normal dirt.
  • Snow — WFTO. Merely a reskin of normal dirt. Other dirt-based blocks like gold seams, augrum, etc can also be made of snow rather than dirt.
  • Permafrost — WFTO — A special terrain type created by Glacial Doors when the doors are closed and locked. Has significantly higher health than normal terrain blocks and walls and thus takes forever to mine through. IIRC, a minion with a fire spell of sort can melt them quickly, however.
Tile Types
  • Claimed Path — The official DK 1&2 name for the empty tiles that are owned by a player but have not yet had a room type placed on top of it.
  • Dirt Path —The DK 1 & 2 name for unclaimed empty tiles that are capable of being claimed and built upon.
  • Mana Vault — In DK 2, there was a special passable tile called a Mana Vault, which had a swirling vortex of light coming up from a crack in the ground. When claimed, the light would turn the player's color, and would increase their mana income by 100 per turn, which wasn't counted against the normal mana income cap.
  • Sacred Ground — A passable tile made of white sand that cannot be claimed.

Liquid Tiles
Liquids get their own section, as they are largely uniform. As a general rule, liquid tiles are passable by both ground and air units, but they can't be claimed. Rather, you must build a bridge of some sort in order to cross them.
  • Lava — DK 1, 2, and WFTO all feature lava tiles, which severely damage non-immune, non-flyers that walk on them. The only 'room' that can be built on lava is bridges, although in DK 2, wooden ones will eventually catch fire and burn away.

  • Water — DK 1, 2, and WFTO also feature water tiles. Like lava, these cannot be build on except for bridges, but creatures obviously do not take damage for walking on it.
  • Blood — A liquid tile unique to WFTO. It doesn't do anything in particular.
  • Gold — Molten Gold from WFTO. It works just like lava, dealing damage to units that cross it.
Wall Types
What you'd call a 'wall' in the games is really just any kind of Dirt Block that's adjacent to a tile controlled by a player.
  • Cavern Wall — Also called Dirt Wall, these 'walls' are really just un-mined dirt blocks exposed to the air of your dungeon. They usually look like rough-hewn stone, and typically arch slightly upwards towards a high ceiling.
  • Fortified Wall — Also called Reinforced Wall. When they don't have anything better to do, your imps will begin spending a 5-10 seconds apiece reinforcing any exposed cavern walls that are adjacent to your claimed tiles, turning them into Fortified Walls. These walls typically become either extremely durable, or in the case of DK1, entirely unmineable.
  • Standard Underground — In the D3 standard underground that's far from rooms, you get blue and orange growing mushrooms and plain dirt walls.
  • Underground Forest. In the D3 Once Upon A Time DLC, unfortified cavern tunnels that are far enough from your rooms take a new look, and become lined with logs, vines, and blue glowing flowers, berries, and feather mushrooms. It gives the dungeon a pretty, if eerie, non-demonic look.
Miscellaneous Terrain
  • Chasms — In WFTO there are also huge chasms, open pits that decent into lava, water, molten gold or silver, and even empty void. These tiles are passable to flying minions, but cannot be built over.
  • Chasm Bridges — These are simple, flat, stone bridges that span chasms, allowing you to cross. They cannot be built by the player, though they can be claimed. (If memory servers, however, there is a consecrated type that can't be claimed, either)
  • Falls — A kind of chasm tile with a waterfall, lavafall, etc. Purely a decorative type of chasm.
  • Carpet — Empire strongholds sometimes have big hallways lined with carpet in them. Carpet can't be built by the player. It can be claimed, but inexplicably cannot be sold. It's just decorative.
Overworld Terrain
In addition to the normal underground map, Dungeons 2 & 3 also features an Overworld map, where the player takes more direct control of his minions and operates them as if the game were an RTS. Overworld terrain doesn't have any special functions, it's just decorative. I mention it just for completeness.
  • Grass
  • Woods
  • Dirt Roads
  • Cobblestone Floors (For town and castles)
  • Rivers
  • Sandy Beach
Special Caverns
Dungeons 3 has hidden cave rooms that spawn in the underground map, which typically contain a monster camp of some kind guarding either gold seams, a diamond seam, or artifacts. These special rooms have their own terrain and a 1-3 props that spawn hostile monsters periodically.

Unfortunately, I don't have any kind of list as NPC monsters are not covered by the in-game almanac for whatever reason. If you happened to know of a kind that isnt on the below list, let me know.
  • Spider Den — Has a dark green floor and green goopy walls. Contains giant spiders and spider nests.
  • Rat Nest — A basic cavern with giant rats.
  • Worm Nest — Also a basic cavern, this one contains giant carnivorous worms that act like turrets. The worms can change position, so be careful they don't manage to dig their way into your base once you've disturbed them.
  • Dragon Cave — A red crystal cavern with red drakes (not actually dragons) that breathe fire in an aoe.
  • Crystal Cavern — I've only seen this once, I'm only going off memory, but it's filled with different bluish or purple crystals and has some kind of crystal golem / elemental as its denizens.
  • Pen-Pusher Archive — Also only seen this once. Pen-Pushers are weird pygmy guys armed with writing utensils. They live in a room shaped to look like a paper library, with the entire room filled with scrolls and books.
Dungeons 2 also has a few special caverns, at least in skirmish. Looks like I need to do a full run-through of that sometime. Sadly unlike the D3 caves, these don't seem to have selectable spawners or room tiles, so there's no names given except for the monsters themselves.

So far the only one I know of offhand (due to running into it when looking something else up) is the following:
  • Dragon Cave — Like the one with the red drakes in 3, only the ones this one spits out come in a variety of colors and they're called 'Dragon Lizards'.

One idea for the cost of a shrine could be a dead parahuman, effectively the idea would be that the dead parahuman is used to forge a connection to their shard and have that shard make the shrine work, this would limit the number of shrines she could get quite heavily, especially if she wants to remain on good terms with the PRT. It could also justify making shrines have unique effects that can't be otherwise replicated.
 
That's one way to out herself unless she goes very slowly, very carefully, and still ends up telling the PRT it's possible, which will inevitably get out and bring down everyone on her. While I want Annette around for Taylor's happiness, there's no way to bring her back into society without alerting everyone to resurrection.
Nah, just do the rez quietly, immediately Reskin her like she did with Danny, and keep her on-base. "Annette" stays officially dead, while Keeper unremarkably acquires another humanoid milling around her bases.
 
Nah, just do the rez quietly, immediately Reskin her like she did with Danny, and keep her on-base. "Annette" stays officially dead, while Keeper unremarkably acquires another humanoid milling around her bases.

Nailed it in one. Though she wouldn't necessarily need to stay on base. I'd had the thought that Taylor could maybe convince the PRT to issue a limited ID or something to some of her minions so they can legally conduct business on her behalf.

And I mean, cmon, how many fics feature Danny commenting to Taylor things like, "God, you are just like her; she'd be right there along with you.' :p

Haven't made any solid plans or anything yet, and actually I kinda find Zeuseus' idea of Cauldron approaching her to get Hero back more than a little interesting, but tbh I have difficulty seeing Taylor being willing to publicly out the scale of her abilities like that. Much more likely she immediately jumps to finding a way to not alert anyone.

I could also see the PRT working to keep the exact source quiet and providing support in exchange for favors for various reasons, but I'm pretty sure we know how well that would go, lol.
 
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That's one way to out herself unless she goes very slowly, very carefully, and still ends up telling the PRT it's possible, which will inevitably get out and bring down everyone on her.
That's one way, there was a snippit/short story I recall reading where Taylor went around resurrecting a whole bunch of random people without revealing who was resurecting people and as far as everyone was concerned Annette Hebert just happened to be one of the people resurected, not standing out from the group in any way.
 
The In Text description is something like "Dragon Pony" and she goes "Oh! Pony! And Dragon! That sounds cute, I'll summon one for Vista"
Actually that right there is what we call an Adult Democorn. It forces all nearby units to dance to disco music while vomiting painful rainbows (aka Painbows, a horrifically pleasant rainbow that deals every type of damage imaginable) at them.

You also do not want to know how many creatures you need to sacrifice to get an adult. Ironically they are actually arguably worth the expense, because they absolutely destroy entire armies with their Disco Inferno attack and can rapidly close gaps with their Horny Charge (the Democorn charges at an enemy unit, dealing tons of damage with his fabulous horn and stunning it for all eternity, not hyperbole, the stun is permanent.)

And, of course, their mighty capstone; the Double Painbow, which fires two horrifically pleasant rainbows at an enemy unit, dealing every type of damage imaginable, times two.

But their signature ability; the ability that really makes the Adult Democorn an unstoppable gamewinner, is their passive ability: Friendship is Horrible, which causes the Adult Democorn to befriend any allied unit it encounters, turning them into another Democorn.


You'll never actually get one of these monsters in a real game unless your opponent is an idiot and you are deliberately dicking around and drawing the game out, but in large team matches it is occasionally possible to do a Democorn rush if the opposing team are bad at scouting, and it is always immensely satisfying to watch the screams of horror from thine enemies when they see an army of sparkling rainbow hell pouring out of your dungeon to a cacophony of 70s disco music.
 
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@Ashkari druids may fall too much into the good guy/empire aesthetic, if you want to use them then it's fine, I think giving the empire like units a limited numbers thing and/or different mindsets to normal modern humans (an old time Hero WOULD NOT fit into what people in Worm think a Hero is and/or should be) could work well.

EDIT: Another way to deal with the empire troops thing is to have Taylor just hire people, in which case she can use her powers on them as long as they are taking her and on the clock, that this may also cause spontaneous changes in race to things like elves, dwarves and halflings could just be one of the hazards of the job caused by an infusion of mana (in which case it may also affect those that challenge the dungeon/s for recreation) or those changes could be the effect of the reskin spell being cast on them.
 
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