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Health is the physical well-being of creatures, heroes, rooms, traps, and doors in the series. Many creatures have different health values; bigger creatures usually have more health than smaller ones. The higher a creature's experience level, the more health it can have. Creatures' health is displayed by health flowers. Creature health is restored by sleeping, eating, the Heal spell, the creature Heal spell. Creatures with the Drain spell can "steal" health from other creatures. When door, trap, and Dungeon Heart health drops to or below 0, it is destroyed. Dungeon Hearts heal themselves, albeit slowly. When room health drops to 0, it is taken over by the "attacking" player or destroyed by heroes.

The center of a creature health flower is also host to the creature experience level.

In Possession, the possessed creature gains a conventional health bar on the top of the screen for the first person player controlled Keeper to see.

Dungeon Keeper[]

Once a creature health value drops below 0, the unit will die.

Imp creature health in Dungeon Keeper is further restored by toking.

Doors are damaged permanently. Room health is represented by the red bar on its flag. If the health of an individual room slab drops to 0, that slab is destroyed and becomes dirt path.

Trivia[]

  • Creatures must drop below 0 health to die, but doors and Dungeon Hearts die at 0 health.
  • A Vampire above level 3 upon death resurrects one level lower at your own Graveyard.

Dungeon Keeper 2[]

The Dungeon Keeper 2 health flower is rounded, except when the observed creature is a level objective, then a longer-petal pointy one is used instead.

Vampires are the only creatures that are damaged by water and may require healing simply because of that circumstance. (Monks may foil the Vampires' resurrection system.)

Creatures[]

For creatures, petals are visible. They have an uneven division characteristic, with segments that all make sense. Clockwise, the 6th petal out of six corresponds to the top 1% of health points the creature might have or lack. The bulk of their health is stored in the 5th, 4th, and 3rd petals, which are responsible for soaking up the brunt of the incoming damage. The 2nd petal is the one which should never be used up unless wanting to meet a possibly deadly fate. The last 1st petal (not available for Imps) denotes an unconscious creature that must either:

  • be taken to a Lair by a friendly Imp,
  • a Prison by an enemy Imp,
  • or given enough short time it will rot away into a corpse that anyone can use as a resource, either by any Imp taking it to a Graveyard to add to its soil rot in the hopes of creating a Vampire,
  • or by shooting a Raise Dead projectile at it to create a Skeleton.

Severely damaged creatures may flee to a Lair to recuperate, unless they are fearless and fight to the death. Creature health can be further restored by Heal All (own creatures) Magical Items, and Praying at a Temple.

Within the health flower, an integral part is the core. It provides hints to the player. The cores give indication:

  • of experience level and additional accumulated experience before the next level,
  • mood:
    • happy is momentary,
    • unhappy and angry remain until made happy,
  • intended job, task, desire, or what currently occupies the creature's mind,
  • combat,
  • an indication of being under any sort of Fear effect.

Horny has his health flower usually not displayed, and both him and Stone Knights are invulnerable.

Traps and Doors[]

For traps and doors, petals are also visible, but have much more even distribution. Most[citation needed] traps and doors heal if not destroyed over a very long time.

The cores are static, just providing an icon for the door or trap. But have a nice thoughtful little display.

Rooms and Walls[]

Rooms and Reinforced Walls lack a health flower. Destroyed rooms by heroes revert to being Claimed Path. Claimed rooms have a health percentage of how much Imp claiming they can withstand, and Reinforced Walls also have a health percentage corresponding to how much digging they can withstand.

Tips[]

  • Skeletons do not have a Lair and cannot heal themselves. They must be manually healed, kept praying at a Temple, or at least kept away from danger in a Guard Room. (Possibly even put inside an unused Prison or, if level 8+, a Combat Pit.) Since they have no ranged attacks or Lair, they can be killed across lava flows either over time or with multiple incidents without the Keeper even knowing.
  • Possessed Vampires at least level 2 or higher, when dying to something other than a Monk, have at their disposal all the health every consequent lower level has thereby making them the strongest possession creature, especially the higher their initial level. They merely start losing normal abilities if they "die" enough times.
  • If a creature you'd want to look at the experience level of just happens to win the Jackpot at a Casino and its health flower gets replaced with a money sign, you can get rid of it faster if you place the winner into a Treasury which a lot of money so it can pick the reward up faster and change its health flower back to normal.
  • Hero Gates are a special room which require a special way to be destroyed. Claiming all tiles around them and then itself.
  • The King actually heals on his land, 400hp per second. The Imp is also healed, but only at 67hp per second.

Bugs[]

  • The leaving dungeon arrow is bugged and even if the player manages to persuade the creature to stay by fulfilling all its needs, the arrow icon almost always remains without a reason to be like so.
  • In previous versions of the game, the core of the Hero Alarm Trap health flower was simply not there. This was corrected in later versions but should be kept an eye on so it doesn't come back.

Trivia[]

  • The creature health flower also showcases quick tips for the creature-owning player about observed creature's mood if not happy, resetting a task, the task or state it currently wants to do or heading towards, and a leaving dungeon arrow icon once they actually reach an exit-capable Portal.
  • Neutral Creatures have their health flower constantly change colors in all possible allegiance colors the game engine allows, including heroes.
  • Hostile creatures that have been subjected to the effect of the Turncoat Spell have their health flower flash in two colors, the original (regardless of keeper or hero) and the new temporary allegiance color.
  • The Stone Knight is seemingly programmed to only have 2 petals. Although they cannot be damaged by normal means.
  • Horny the Horned Reaper is depicted as being immortal in Dungeon Keeper 2.
  • In Dungeon Keeper 2 a Vampire can cheat death right from level 2 by resurrecting one lever lower in your Graveyard, instead of needing to be level 3+ like in the original game.
  • Imps have the lowest health. They are followed by Dark Elf, Warlock, Dwarf, Elven Archer, normal Troll, and normal Firefly in one large equal group.
  • A destroyed Dungeon Heart showcases a pile of rubble in the center.
  • Reinforced Walls can be damaged by Firebombs, and near-instantly un-fortified by the Tremor Spell if it manages to hit them.
  • Warlocks can heal creatures with a creature spell, Fairies by a praying ability, Monks with BOTH!