|Appears in||Dungeon Keeper, Dungeon Keeper 2|
|Attracts||Demon Spawn - 1 tile (with Treasure Room)|
Orc - 9 tiles (with Barracks) (DK1)
|Health per Tile||1250 (DK1)|
|Turns to Research||1000|
|Zoom-to Key||Shift + T (DK1)|
The Training Room is where creatures will probably gain most of their experience. Generally, the room is crucial to preparing a force that can handle the opposition on a map, and the ongoing cost of training creatures is the largest item in the Keeper's expense column. This room is considered one of the "basic five," along with Treasure, Lair, Hatchery, and Library, and is usually available for construction by default, without needing to be researched or captured.
Experience levels gained in training or combat will increase creatures' size, raw combat stats, and job skill (although innate skill at training itself does not change). Creatures also gain new spells and abilities at various level benchmarks. The availability of Gold and Gem seams in the realm gives an indication of how far a player can go about training his minions there.
When you have decided to tunnel out of your dungeon, the Training Room is a good place to start your corridors, as invaders who enter will surely stumble upon a room full of high-level minions ready to kill them. In the very least, strive to place the lively room in the path between attackers and the Dungeon Heart.
Training is a primary job for Skeletons, Spiders, Demon Spawn, Orcs, Barbarians, Giants, and Samurai. It is a secondary job for Dragons, after research. Rather than idle in their lairs, these creatures prefer to train. Therefore, they need to be given something else to do when money is too tight.
All other creatures, including Imps, are willing to use the Training Room when dropped into it. They will use it until they reach Level 10, breaking only for lunches, paydays, battles, and healing, and only stopping completely if coin runs out.
The table below shows how much gold is needed to train a minion to a specified level. The entries are listed in descending order of how quickly the creature can reach the 10th, considering issues like innate training skill, when and whether the creature gains Speed, and how often it gets hungry.
Training Costs for Creatures
|Icon||Creature||Cumulative gold spent to reach level...|
Training Costs for Subverted Heroes
|Icon||Creature||Cumulative gold spent to reach level...|
Notes on CostEdit
The figures above are a mix of results and extrapolations for a Training Room running at 100% Efficiency, meaning that the room has reasonable geometry and is bounded on all sides by Fortified Walls, Doors, and/or Guard Posts. An inefficient room will exact the same ongoing costs, but research suggests that its occupants' experience gains get adjusted by the efficiency percentage. On the other hand, slapping creatures, running Must Obey, and torturing somebody will make trainees work harder, and you can expect to pay less than the listed values and get ready for battle more quickly.
Speed, either from the Keeper spell Speed Monster or the creature spell Speed, doubles the training rate while holding the cost steady. Throwing the Keeper spell is always recommended for creatures who cannot hasten themselves naturally, as long as you can afford it.
It helps to have an idea of how much a strong minion will cost. As an example, let us compare a Horned Reaper to his component sacrifices. Getting a Reaper from 2, the minimum level from the temple recipe, to 5, when he learns Speed, starts at about 37,000 gold plus paydays. However, training a Troll to 3, a Bile Demon to 4, and a Mistress to 5 only costs about 7000 gold. Throw these into the well, and a level 5 Reaper comes forth (the temple takes the average level of the sacrifices, rounded down, and then adds +1).
Say we want to train one full Hand of 8 Mistresses to level 7, to clobber a tough enemy Keeper and get whisked away before taking any losses. This costs around 55,000 gold. When there is an Increase Level, it is best to use it when the group has reached level 6, even if you intend to train the group to level 9 or 10, since it happens to be the longest and most expensive level for a Dark Mistress.
Notes on TimeEdit
Actual training times are too dependent on internals, like lunches and paydays, and externals, like the framerate the game is running at, to make robust estimates. Training the highly-desirable level 3 Imp costs the equivalent of about 1 Gold Seam square and takes five to six minutes. Training gets arduous at high levels; in a competitive situation, maxing out is not a good idea. Minions with reasonable, midrange training speeds, such as Warlocks and Bile Demons, take about 27 minutes to reach the ninth level and 35 minutes, total, for ten.
The training gap between the highly-skilled, martial types— particularly those who can Speed themselves— and the buffoons, is vast. A Samurai goes from ground-level to ten in about twelve minutes. A Beetle takes about an hour and a half.
Dungeon Keeper 2Edit
"Your creatures use the Training Room to hone their fighting skills. Working with the dummies and targets available, creatures increase their experience level every turn. Each turn, there is a cost in Gold incurred for each creature that you are training. Once a creature has gained the required experience points, it advances to the next level."
The Training room will allow creatures to train themselves up to level 4. Creatures will slowly use up gold while training. The Training room also attracts Salamanders. After level 4, creatures will not train here and can only raise up in combat.
| ||Barracks / Bridge / Dungeon Heart / Graveyard / Guard Post / Hatchery / Lair / Library / Portal / Prison / Scavenger Room / Temple / Torture Chamber / Training Room / Treasure Room / Workshop|
| ||Casino / Combat Pit / Dungeon Heart / Graveyard / Guard Room / Hatchery / Hero Gate / Lair / Library / Mercenary Portal / Portal / Prison / Stone Bridge / Torture Chamber / Training Room / Treasury / Unholy Temple / Wooden Bridge / Workshop|
| ||Dragon Chamber|