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=== Pre-existing rooms ===
 
=== Pre-existing rooms ===
   
*[[Dungeon Heart]]
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*{{Dungeon Heart|n}}
*[[Portal]]
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*{{Portal|n}}
   
 
=== Buildable rooms ===
 
=== Buildable rooms ===
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*[[File:Treasure Room Icon Medium.png]][[Treasure Room]]
 
*[[File:Treasure Room Icon Medium.png]][[Treasure Room]]
 
*[[File:Workshop Icon Medium.png]][[Workshop]]
 
*[[File:Workshop Icon Medium.png]][[Workshop]]
  +
 
===Room efficiency===
 
''See also [[Room Flags#Efficiency]]''
  +
 
Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described below). A room's efficiency determines both its speed and capacity. An efficient {{Training Room|n}} for example can train many units at the same time, and trains them a lot faster than an inefficient Training Room would. Efficiency rewards building rooms in confined, walled spaces instead of open planned dungeons. The increased walking distance the walls cause between different rooms is more than made up for by the reduced sizes of the needed rooms and increased work speed the efficiency provides. Room tiles of a different type, [[Dirt Path]], [[Claimed Path]], [[Water]], and [[Lava]] provide no efficiency. [[Earth]], [[Impenetrable Rock]], [[Gold seam]]s, and [[Gem seam]]s provide low efficiency. Room tiles of the same type, [[Reinforced Wall]]s (if they belong to the same player as the room), and [[doors]] provide high efficiency. As such a room of any size (unless it's too rectangular) filled with tiles of a single type surrounded only by Reinforced Walls and doors will always be at 100% efficiency. Having larger rooms can tolerate more border tiles with low or no efficiency. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget).
  +
  +
The official strategy guide claims that square shapes are more efficient than irregular shapes.<ref>Prima's Official Guide To Dungeon Keeper Gold Edition. p. 107. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.</ref>
  +
 
{{Guard Post|n}}s and {{Bridge|n}}s also provide high efficiency to neighboring tiles. This makes it unwise to use doors for room efficiency as they sell for more gold than Guard Post tiles. In fact, the most efficient dungeon would be one without any internal walls and just Guard Posts separating the rooms. In later versions of ''[[KeeperFX]]'' this is not the case since Bridges and Guard Posts no longer provide efficiency to neighboring rooms.
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=== Stats ===
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{{RoomStats}}<ref>Prima's Official Guide To Dungeon Keeper Gold Edition. p. 106. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.</ref>
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=== Gallery ===
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<gallery>
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File:Cross.png|Prototype icon for selling stuff.
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Dungeon Keeper Rooms Panel prototype.png|A prototype Rooms Panel.
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Dungeon Keeper Rooms Panel prototype 2.png|Another, later prototype Rooms Panel (low res). The [[Workshop]] and [[Guard Post (Room)|Guard Post]] have swapped positions.
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Dungeon Keeper Rooms Panel prototype 3.png|A later still prototype Rooms Panel (high res).
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Dungeon Keeper early Room icon 13.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 12.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 11.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 10.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 9.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 8.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 7.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 6.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 5.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 4.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon 3.png|Seemingly an early room icon (likely the [[Treasure Room]]).
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Dungeon Keeper early Room icon 2.png|Seemingly an early room icon.
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Dungeon Keeper early Room icon.png|Seemingly an early room icon.
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</gallery>
   
 
== Dungeon Keeper 2 ==
 
== Dungeon Keeper 2 ==
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Several rooms have pseudo widgets: hatches in [[Hatchery]], tables in [[Guard Room]] and different walled pseudo widgets in every room except bridges. Those rooms as well as [[Lair]], [[Treasury]] and bridges are functional regardless of their shape.
 
Several rooms have pseudo widgets: hatches in [[Hatchery]], tables in [[Guard Room]] and different walled pseudo widgets in every room except bridges. Those rooms as well as [[Lair]], [[Treasury]] and bridges are functional regardless of their shape.
===Room efficiency===
 
''See also [[Room Flags#Efficiency]]''
 
   
  +
=== Stats ===
Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described above). A room's efficiency determines both its speed and capacity. An efficient training room for example can train many units at the same time, and trains them a lot faster than an inefficient training room would. Efficiency rewards building rooms in confined, walled spaces instead of open planned dungeons. The increased walking distance the walls cause between difference room is more than made up for by the reduced sizes of the needed rooms and increased work speed the efficiency provides. Room tiles of a different type, empty path, water and lava provide no efficiency. Dirt, Rock, Gold and Gems provide low efficiency. Room tiles of the same type, reinforced walls and doors provide high efficiency. As such a room of any size filled with tiles of a single type surrounded only by walls and doors will always be at 100% efficiency. Having larger rooms can tolerate more border tiles with low or no efficiency. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget). Square shapes are more efficient than irregular shapes.<ref>Prima's Official Guide To Dungeon Keeper Gold Edition. p. 107. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.</ref>
 
  +
{{RoomStats2}}<ref>Dungeon Keeper 2 : Prima's Official Strategy Guide. p. 77. Rocklin, CA: Prima Games. 1999. ISBN 978-0-7615-1805-1.</ref>
   
  +
== [[Dungeon Keeper Online]] ==
Guard Posts and Bridges also provide high efficiency to neighboring tiles. This makes it unwise to use doors for room efficiency as they sell for more gold than Guard Post tiles. In fact, the most efficient dungeon would be one without any internal walls and just Guard Posts separating the rooms. In KeeperFX this is not the case since Bridges and Guard Posts no longer provide efficiency to neighboring rooms.
 
  +
In addition to the Treasury, Lair, Hatchery, Casino, Workshop, Library, Training Room, Temple, Prison, Torture Chamber, Graveyard, and Combat Pit, there are three new rooms:
   
  +
*[[File:Dungeon Keeper Online Melting Pot Icon.png|40px]][[Furnace Room]]
==References==
 
  +
*[[File:Dungeon Keeper Online Alchemy Icon.png|40px]][[Alchemy Room]]
<refernces/>
 
  +
*[[File:Dungeon Keeper Online Material Warehouse Icon.png|40px]][[Material Warehouse]]
   
 
==References==
  +
{{Reflist}}
 
{{List Of Rooms}}
 
{{List Of Rooms}}
[[Category:Rooms]]
 

Revision as of 01:08, 21 April 2020

File:Rooms1.jpg

A view of some Rooms in Dungeon Keeper 2

Rooms are the basis for successful dungeon management as they attract creatures and serve some special purposes.

Dungeon Keeper

Pre-existing rooms

Buildable rooms

Room efficiency

See also Room Flags#Efficiency

Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described below). A room's efficiency determines both its speed and capacity. An efficient Training Room Icon Small Training Room for example can train many units at the same time, and trains them a lot faster than an inefficient Training Room would. Efficiency rewards building rooms in confined, walled spaces instead of open planned dungeons. The increased walking distance the walls cause between different rooms is more than made up for by the reduced sizes of the needed rooms and increased work speed the efficiency provides. Room tiles of a different type, Dirt Path, Claimed Path, Water, and Lava provide no efficiency. Earth, Impenetrable Rock, Gold seams, and Gem seams provide low efficiency. Room tiles of the same type, Reinforced Walls (if they belong to the same player as the room), and doors provide high efficiency. As such a room of any size (unless it's too rectangular) filled with tiles of a single type surrounded only by Reinforced Walls and doors will always be at 100% efficiency. Having larger rooms can tolerate more border tiles with low or no efficiency. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget).

The official strategy guide claims that square shapes are more efficient than irregular shapes.[1]

Guard Post Icon Small Guard Posts and Bridge Icon Small Bridges also provide high efficiency to neighboring tiles. This makes it unwise to use doors for room efficiency as they sell for more gold than Guard Post tiles. In fact, the most efficient dungeon would be one without any internal walls and just Guard Posts separating the rooms. In later versions of KeeperFX this is not the case since Bridges and Guard Posts no longer provide efficiency to neighboring rooms.

Stats

Comparison Table: Rooms
  Room   Cost (per tile)     Health     Attracts  
Treasure Room Icon Small Treasure Room 50 100 Demon-spawn-icon Demon Spawn
Dragon-icon Dragon
Lair Icon Small Lair 100 200 Beetle-icon Beetle
Vampire-icon Vampire
Spider-icon Spider
Tentacle-icon Tentacle
Dragon-icon Dragon
Bile-demon-icon Bile Demon
Hatchery Icon Small Hatchery 125 350 Spider-icon Spider
Bile-demon-icon Bile Demon
Training Room Icon Small Training Room 150 1250 Demon-spawn-icon Demon Spawn
Orc-icon Orc
Skeleton-icon Skeleton
Library Icon Small Library 200 320 Warlock-icon Warlock
Bridge Icon Small Bridge 30 100 None
Guard Post Icon Small Guard Post 50 4000 None
Workshop Icon Small Workshop 200 900 Troll-icon Troll
Prison Icon Small Prison 225 600 Skeleton-icon Skeleton
Torture Room Icon Small Torture Chamber 350 100 Dark-mistress-icon Dark Mistress
Ghost-icon Ghost
Barracks Icon Small Barracks 125 350 Orc-icon Orc
Temple Icon Small Temple 350 1000 Horned-reaper-icon Horned Reaper
Tentacle-icon Tentacle
Graveyard Icon Small Graveyard 300 350 Vampire-icon Vampire
ScavengerRoom Icon Small Scavenger Room 750 1000 Hound-icon Hound
Dungeon Heart Icon Small Dungeon Heart N/A 30000 None
Portal Icon Small Portal N/A 4000 None

[2]

Gallery

Dungeon Keeper 2

Pre-existing rooms

  • Heart2 Icon MediumDungeon Heart - the main room of Your dungeon. Once destroyed puts You to rest.
  • Portal2 Icon MediumHero Gate - the great gate heroes from the surface get to the dungeon through. While You can't create one You can destroy one claiming all the 12 tiles of the surrounding terrain.
  • Portal2 Icon MediumMercenary Portal - the portal hero mercenaries come from. Used only in skirmish and network games.
  • Portal2 Icon MediumPortal - the room the attracted creatures come and leave through.

Buildable rooms

  • Lair iconLair - the place to rest for creatures.
  • Hatchery2 Icon MediumHatchery - the source of food for creatures.
  • Library2 Icon MediumLibrary - here comes all the spell research; spell books and artefacts stored here too.
  • Training Room2 Icon MediumTraining Room - place to train creatures up to level 4.
  • Treasury Icon MediumTreasury - gold storage.
  • Workshop2 Icon MediumWorkshop - the workers manufacture traps and doors here.
  • Casino Icon MediumCasino - the gambling place used either for getting the creatures happy or for taking back their earnings.
  • Guard Room Icon MediumGuard Room - the room where the creatures watch the area for upcoming enemies.
  • Wooden Bridge Icon MediumWooden Bridge - the mean of connecting Your territories across the water. Can be built upon the lava but ends up burning out; useful to claim disconnected territories, to speed up water traversal and to collect bodies.
  • Prison2 Icon MediumPrison - keeps captives.
  • Torture Room2 Icon MediumTorture Chamber - either forces captives to share some map information or turns them into keepers servants.
  • Stone Bridge Icon MediumStone Bridge - the lava-proof bridge.
  • Graveyard2 Icon MediumGraveyard - corpse storage and Vampire generator.
  • Combat Pit Icon MediumCombat Pit - place to make creatures fight each other gaining the level up to 8.
  • Temple2 Icon MediumUnholy Temple - the most direct contact to gods.

Rooms usability

Some rooms are only useful when contain widgets. Typically those widgets are placed in the inner part of the room spaced with one tile from the border (E.g. the 5x4 room will have 12 widgets occupying the inner 4x3 area of the room). Such widgets re found in Library (shelves), Training Room (dummies), Workshop (utilities), Casino (gambling utilities), Prison (the fenced area), Torture Chamber (torture utilities), Graveyard (graves), Combat Pit (pit) and Unholy Temple (liquid).

Some rooms may also contain additional walled widgets. Those are placed on walls and stone between two unused wall spaces in line (E.g. the 7 narrow tiles of wall would contain up to 3 widgets). Such rooms are Library, Training Room, Workshop, Casino and Torture Chamber.

The Unholy Temple and Graveyard both have additional nested widgets that are placed by the same rules inside the primary widgets of the room (one per room) (E.g. in 5x5 temple the liquid will cover central 3x3 area with hand appearing in the center of it).

Several rooms have pseudo widgets: hatches in Hatchery, tables in Guard Room and different walled pseudo widgets in every room except bridges. Those rooms as well as Lair, Treasury and bridges are functional regardless of their shape.

Stats

Comparison Table: Rooms
  Room   Cost (per tile)     Health     Attracts  
Treasury Icon Medium Treasury 200 1000 None
Lair icon Lair 300 1000 Firefly Firefly
Goblin icon Goblin
Hatchery2 Icon Medium Hatchery 300 1000 Bile Demon pickup Bile Demon
Training Room2 Icon Medium Training Room 500 1000 Salamander icon Salamander
Library2 Icon Medium Library 600 1000 Warlock Warlock
Wooden Bridge Icon Medium Wooden Bridge 200 200 None
Stone Bridge Icon Medium Stone Bridge 500 200 None
Guard Room Icon Medium Guard Room 600 1000 Darkelf Dark Elf
Workshop2 Icon Medium Workshop 600 1000 Troll pickup Troll
Bile Demon pickup Bile Demon
Prison2 Icon Medium Prison 750 1000 None
Torture Room2 Icon Medium Torture Chamber 500 1000 Mistress pickup Mistress
Combat Pit Icon Medium Combat Pit 750 1000 Black Knight-icon Black Knight
Temple2 Icon Medium Unholy Temple 3000 1000 Dark Angel-icon Dark Angel
Graveyard2 Icon Medium Graveyard 2000 1000 Vampire pickup Vampire
Casino Icon Medium Casino 750 1000 Rogue Rogue
Heart2 Icon Medium Dungeon Heart -- 10000 None
Portal2 Icon Medium Portal -- 1000 None

[3]

Dungeon Keeper Online

In addition to the Treasury, Lair, Hatchery, Casino, Workshop, Library, Training Room, Temple, Prison, Torture Chamber, Graveyard, and Combat Pit, there are three new rooms:

References

  1. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 107. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.
  2. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 106. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.
  3. Dungeon Keeper 2 : Prima's Official Strategy Guide. p. 77. Rocklin, CA: Prima Games. 1999. ISBN 978-0-7615-1805-1.