Dungeon Keeper Wiki


Who, or what, were Immortals?[]

Immortals were hero monsters that were unique, had distinct personalities and abilities, and were far more powerful than normal monsters. Similar to Minions, Immortals could be levelled up via use of the Training Room, making them tougher and stronger.

How were Immortals different from regular Minions?[]

One of the features of Immortals was that when deployed while raiding an enemy, it was possible to order them to attack specific rooms of your choosing, the same way as Guild Minions.

Additionally, each Immortal had some special and unique abilities, like digging or flying.

How did I get them?[]

Immortals could be acquired in a few ways. Once your Dungeon Heart reached level 3, you were able to build the Guard Post, where you could purchase all six individual Immortals, once unlocked.  Gold, Stone, Gems or Combat Points could be used for buying Immortals, and you could also temporarily capture an enemy's Immortal while raiding their dungeon. While you could have multiple purchased Immortals in your arsenal, only one of them could be in play at any given time. However, if you managed to temporarily capture an enemy's Immortal, it could be deployed for a single raid at the same time as your own Immortal.

What made them "Immortal"?[]

Instead of dying like normal Minions, Immortals got "knocked out" instead, when their health was reduced to 0. Once knocked out, they required time to recuperate before they were able to be used to attack or defend again. It was possible to bring them out of this state early through the use of gems, which could also be done during a raid in progress. They could only be revived in this way once during PVP raids (similar to the limitation associated with refilling Mana).

What about this "capturing" business?[]

To capture an enemy's Immortal while raiding their dungeon, you had to defeat it (knocking it out, as described above), and then respond to a Capture? prompt within a brief window of time. There was also an associated gold cost; if you were unable to pay the requisite quantity, you could use gems, at your discretion.

Immortals would eventually return to their rightful owner, after a set amount of time. If you didn't wish to wait for this timer to expire, you could launch a rescue mission by attacking the player who had taken your Immortal hostage. This attack progressed as a normal attack would; any win condition (1+ stars) resulted in a successful rescue, returning the Immortal to your custody (albeit still a bit battered and bruised; they would still need to recover from their ordeal before becoming available for your use).

Three of the immortals were also available for a one-time capture in three of the campaign missions. These missions were marked with icons featuring the immortals.

Resting Time[]

When your immortal was deployed in combat there were several outcomes:

  • Immortal survived, and you won: immortal stayed available for another raid.
  • Immortal survived, and you lost: immortal was not available for half the knockout time.
  • Immortal was knocked out (victory didn't matter): immortal was not available for knockout time.

When your immortal was captured, it would be available for use when the capture time had elapsed. A successful revenge attack would reduce the capture time down to the normal knockout time. Immortals could only be captured when set as active and available. The capturer using the immortal did not return it to you.

The knockout time and capture time were related to the level of the Immortal. The knockout time started in-game when your Immortal was killed. So, if it died at the beginning of the raid, you would have 2-3 minutes less on the cooldown minus the time of reloading your dungeon after the battle. Your guild perk reduced by 2%, 5%, 10% of the cooldown time.[clarification needed]

Level Knockout
1 1 hour 6 hours
2 1 hour 5 minutes ?
3 1 hour 10 minutes ~8 hours 15 minutes
4 1 hour 15 minutes 8 hours ~
5 1 hour 20 minutes ?
6 1 hour 25 minutes ?
7 1,5 hours ?
Each level +5 minutes ?