General Information (Dungeon Keeper)Edit
|"A basic fighter of average ability that is created in the Prison if a humanoid creature dies."|
|— Dungeon Keeper Manual|
A Skeleton is raised if a humanoid creature (this means all humans, Trolls, Orcs and even Horned Reapers) dies in a Prison. This is a great way to get rid of and recycle heroes that are too weak to be worth converting, as well as troublesome dungeon elements such as revolting Warlocks.
Skeletons are basic fighters with average health and mediocre armour. They can do some damage especially in groups but are likely to be defeated by stronger enemies if the Keeper doesn't take care. They train quickly with low training costs. Their Lightning spell at level 10 can make them handy for supporting stronger melee fighters - or even defeating much stronger creatures that cannot reach them when lava is between them.
Skeletons are also unusually low-maintenance as they do not require food, although they will still eat a chicken if dropped into a Hatchery which can be useful to heal them. Additionally, they have a very low base wage of 70, so having a ton of them wouldn't be too harmful to a Keeper's gold reserves. They do just about every job, but will fight with your Bile Demons if forced to share the same Lair and refuse to group with them in a Barracks.
Combat Statistics Edit
See Query for information on Health, Strength, Defence, Skill, Dexterity and Luck.
General Information (Dungeon Keeper 2) Edit
|"Skeletal creatures animated from the corpses that litter your dungeon. Skeletons are especially well suited to guard duty, as they require neither food nor pay and thus have no need to abandon their post. These mindless magical warriors also lack any sense of self-preservation, and throw themselves into combat without fear.
While they make ideal guards, they are not without their flaws; their brittle structure makes them rather vulnerable on the battlefield and they lack the mental dexterity to perform research work efficiently. Their fearlessness in battle can also be a drawback when presented with stupidly overwhelming odds."
|— Dungeon Keeper 2 Manual|
As with Dungeon Keeper, Skeletons aren't attracted though Portals like other creatures in Dungeon Keeper 2. When any creature (other than Imps or Vampires, which cannot be held captive) dies in your Prison, it may rise again as a Skeleton. Each Prison has a maximum number of Skeletons it can generate. This is equal to the number of inner tiles in the Prison plus one.
Skeletons are physically weak (same health as the Goblin) and cannot cast spells, but they do have a decent attack. What's more, they don't need food, require a Lair, demand pay or ever get angry. The drawback is that as they don't sleep or eat they have no means of regaining health - the only way to do this is to cast Heal Spell on them.
They are always willing to train and progress quickly. Once they reach level 4, they become idle and tend to wander around the dungeon, occasionally getting into fights. This is a problem as instead of falling unconscious, they are destroyed.
An alternative to the Heal spell is using a Temple as a home. Rather than wandering off, Skeletons stay in the Temple and regain health while you reap the mana. With enough of them, you can power Horny with their prayers.
Skeletons have no fear and will never retreat (even against insurmountable odds). Subsequently, they are immune to the effects of Fear Traps. When they die, they crumple into a pile of bones rather than produce a corpse. This means no chance of revival and no bodies for your graveyard.
| ||Beetle · Bile Demon · Mistress · Demon Spawn · Dragon · Fly · Ghost · Hound · Horned Reaper · Imp · Orc · Skeleton · Spider · Tentacle · Troll · Vampire · Warlock|
| ||Bile Demon · Black Knight · Dark Angel · Dark Elf · Dark Mistress · Firefly · Goblin · Horny · Imp · Maiden · Rogue · Salamander · Skeleton · Troll · Vampire · Warlock|
| ||Revenant · Ghoul Hound · Perfidious Yuck|
| ||Chicken · Floating Spirit|