The Training Room allows creatures to train themselves to higher levels. Creatures will slowly use up gold while training. It attracts several types of creatures through the dungeon Portal, both on its own and in conjunction with other rooms.
Dungeon Keeper[]
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 Room, Lair, Hatchery, and Library, and is usually available for construction by default, without needing to be researched or captured (level 19, Mistle, explores the difficulties of not having access to it).
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 Overview[]
Training is a primary job for Skeletons, Spiders, Demon Spawns, 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 gold runs out.
The table below shows the cumulative gold needed to train a creature to a specified level. The entries are roughly in descending order of how quickly the creature can reach level 10.
Training Costs for Creatures | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Icon | Creature | Cumulative gold spent to reach level... | ||||||||||||||||||||
2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Grow Up | |||||||||||||
Skeleton | 20 | 80 | 360 | 760 | 1,280 | 1,980 | 2,840 | 3,880 | 5,180 | 6,820 | ||||||||||||
Hellhound | 14 | 112 | 504 | 798 | 1,162 | 1,652 | 2,254 | 2,996 | 3,906 | 5,054 | ||||||||||||
Orc | 15 | 120 | 540 | 1,155 | 1,950 | 2,475 | 3,120 | 3,915 | 4,890 | 6,120 | ||||||||||||
Dragon | 40 | 200 | 960 | 2,040 | 3,440 | 5,320 | 7,600 | 10,400 | 13,880 | 18,240 | ||||||||||||
Dark Mistress | 24 | 192 | 864 | 1,848 | 3,120 | 4,800 | 6,840 | 8,112 | 9,696 | 11,640 | ||||||||||||
Warlock | 30 | 240 | 1,080 | 2,310 | 3,900 | 6,000 | 8,550 | 11,760 | 15,660 | 20,580 | ||||||||||||
Demon Spawn | 15 | 120 | 540 | 1,155 | 1,950 | 3,000 | 4,275 | 5,880 | 7,830 | 10,290 | 12,750 | |||||||||||
Bile Demon | 38 | 304 | 1,368 | 2,926 | 4,940 | 7,600 | 10,830 | 14,896 | 19,836 | 26,068 | ||||||||||||
Vampire | 50 | 200 | 900 | 2,200 | 4,650 | 8,100 | 13,150 | 21,300 | 31,450 | 43,600 | ||||||||||||
Imp | 10 | 410 | 980 | 1,390 | 1,920 | 2,620 | 3,480 | 4,550 | 5,860 | 7,500 | ||||||||||||
Horned Reaper | 150 | 2,400 | 10,950 | 23,250 | 39,300 | 49,800 | 62,700 | 78,600 | 98,400 | 123,000 | ||||||||||||
Troll | 12 | 192 | 876 | 1,860 | 2,508 | 3,336 | 4,380 | 5,652 | 7,224 | 9,192 | ||||||||||||
Fly | 5 | 80 | 365 | 775 | 1,310 | 2,005 | 2,870 | 3,935 | 4,590 | 5,410 | ||||||||||||
Ghost | 20 | 320 | 1,460 | 3,100 | 5,240 | 8,020 | 11,480 | 15,740 | 20,980 | 27,560 | ||||||||||||
Tentacle | 14 | 224 | 1,022 | 2,170 | 3,668 | 5,614 | 8,036 | 11,018 | 14,686 | 19,292 | ||||||||||||
Spider | 18 | 288 | 1,314 | 2,790 | 4,716 | 7,218 | 10,332 | 14,166 | 18,882 | 24,804 | ||||||||||||
Beetle | 8 | 128 | 584 | 1,240 | 2,096 | 3,208 | 4,592 | 6,296 | 8,392 | 11,024 | ||||||||||||
Training Costs for Subverted Heroes | ||||||||||||||||||||||
Icon | Creature | Cumulative gold spent to reach level... | ||||||||||||||||||||
2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Grow Up | |||||||||||||
Samurai | 50 | 200 | 900 | 1,900 | 3,200 | 4,950 | 7,100 | 8,400 | 10,000 | 12,050 | ||||||||||||
Barbarian | 40 | 200 | 960 | 2,040 | 3,440 | 5,320 | 7,600 | 10,400 | 13,880 | 18,240 | ||||||||||||
Knight | 40 | 200 | 960 | 2,040 | 3,440 | 5,320 | 7,600 | 10,400 | 13,880 | 18,240 | ||||||||||||
Priestess | 16 | 128 | 576 | 1,232 | 2,080 | 3,200 | 4,560 | 6,272 | 8,352 | 10,976 | ||||||||||||
Wizard | 30 | 240 | 1,080 | 2,310 | 3,900 | 6,000 | 8,550 | 11,760 | 15,660 | 20,580 | ||||||||||||
Giant | 35 | 280 | 1,260 | 2,695 | 4,550 | 7,000 | 9,975 | 13,720 | 18,270 | 24,010 | ||||||||||||
Thief | 12 | 192 | 876 | 1,860 | 2,508 | 3,336 | 4,380 | 5,652 | 7,224 | 9,192 | 13,000 | |||||||||||
Archer | 8 | 128 | 584 | 1,240 | 2,096 | 3,208 | 3,904 | 4,752 | 5,800 | 7,112 | ||||||||||||
Monk | 12 | 192 | 876 | 1,860 | 3,144 | 4,812 | 6,888 | 9,444 | 12,588 | 16,536 | ||||||||||||
Mountain Dwarf | 5 | 80 | 365 | 775 | 1,310 | 2,005 | 2,870 | 3,935 | 5,245 | 6,890 | ||||||||||||
Tunneler | 10 | 160 | 730 | 1,550 | 2,620 | 4,010 | 5,740 | 7,870 | 10,490 | 13,780 | ||||||||||||
Fairy | 4 | 64 | 292 | 620 | 1,048 | 1,604 | 2,296 | 3,148 | 4,196 | 5,512 | ||||||||||||
The manual claims that you can manually train a creature by possessing it and hitting the posts. This is one of the many untruths in it.
Notes on Cost[]
1x1 | 1 |
2x2 | 1 |
3x3 | 4 |
4x4 | 7 |
5x5 | 11 |
6x6 | 18 |
7x7 | 24 |
8x8 | 32 |
9x9 | 40 |
10x10 | 50 |
The figures above assume the Training Room runs 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 its occupants' experience gains will get adjusted by the efficiency percentage. On the other hand, slapping creatures, running Must Obey, and torturing kin will make trainees work harder, and the Keeper 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 speed while holding the cost steady. Throwing the Keeper spell will only save money in the case of creatures that are very expensive to train. Yet, the time saved makes this worthwhile in many situations.
Horned Reapers deserve a special mention for being simply horrendous trainees. Getting a Reaper from 2, his minimum level from the Temple, to 5, when he learns Speed, starts at about 37,000 gold plus paydays. Training the sacrificial creatures instead is a wise idea. Raising a Troll to 3, a Bile Demon to 4, and a Mistress to 5 only costs about 7000 gold and is accomplished in half the time. Throw these into the well, and the desired level 5 Reaper comes forth (the Temple takes the average level of the sacrifices, rounded down, and then adds +1).
Notes on Time[]
Between creatures' lunches, paydays, and the framerate your copy of Dungeon Keeper is running at, it is hard to guess precisely how long training takes. Training the highly-desirable level 3 Imp costs the equivalent of about 1 gold seam square and, since imps have unusually-high requirements for reaching 3, takes about five minutes. For all other creatures, 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 cast Speed themselves) and the buffoons is vast; a Samurai goes from ground-level to ten in about twelve minutes, whereas a Beetle takes about an hour and a half.
Experience Overview[]
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Modifier | 100% | 135% | 170% | 205% | 240% | 275% | 310% | 345% | 380% | 415% | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Modifier applies to:
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Dungeon Keeper 2[]
"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."[This quote needs a citation]
The Training Room is a furnished room that enables creatures to train themselves up to level 4. The maximum number of trainees is equal to the number of central training dummies plus wall targets, plus one. The minimum functional size of the Training Room is 3 x 1 along a corridor with reinforced walls or 3 x 3 in an open area; these rooms have trainee capacities of 3 and 2 respectively.
With the exception of the Imp, all creatures can train, costing you 5 gold per second each. The moment a training creature reaches level 4, they cannot learn any more here and stop training immediately. From level 4, creatures can only improve their skill in the Combat Pit or in live combat with enemies.
The Training Room attracts Salamanders, but only on levels that contain lava. Other evil creatures that like to train are the Goblin, Skeleton and Black Knight; the Troll and Bile Demon will also train if they are not needed in the Workshop. Of the heroes, only the Knight and Thief are very willing to train. Placing any of your level 1-3 creatures in the Training Room will force them to train.
All creatures who train here gain experience at a rate of 20% of what they would gain in combat.
Dungeon Keeper Online[]
Dungeon Keeper Mobile[]
Overview[]
The dojo where your minions trained to become stronger and the preferred dwelling of the Necromancer. This room sliced all enemies inside the room's boundaries. Due to its short range, this room functioned best as a distraction for invading minions, similar to a Guild Lair.
Notes[]
- Unlocked the ability to summon the Necromancer.
- Bolstering reduced training time and increased this room's health.
- While a minion was being upgraded, they would hang out in the Training Room instead of their normal room.
- Had low health until very high ranks. The main point to ranking a Training room was to make it less of a liability.
Training[]
Training involved increasing the levels of Minions and Immortals to increase their powers. Training them would always increase their damage and health. Some training upgrades added extra abilities, modifiers or new powers. The costs of training were always gold for minions, though some training upgrades for Immortals costed Dreadstones.
Unlike in previous instalments, training did not occur in the Training Room, though minion training was enabled by the Training Room.[1]
Minion Training Cost[]
Stats[]
Defence | Slice and Dice |
---|---|
Targets | Ground & Air |
Damage Type | Physical |
Attack Speed | 1s |
Attack Range | Within Room Tiles |
Size | 4x4 |
Upgrades[]
Level | Damage | Health | Build Time |
Build Cost (Gold) |
Defenders (Necro- mancers) |
Max Necromancer Training | Dungeon Heart Required |
---|---|---|---|---|---|---|---|
1 | 10 | 450 | 1h | 4,500 | 1 | Level 1 | Level 3 |
2 | 12 | 750 | 2h | 30k | 1 | Level 2 | Level 3 |
3 | 14 | 1,100 | 4h | 75k | 1 | - | Level 3 |
4 | 16 | 1,800 | 8h | 180k | 1 | Level 3 | Level 4 |
5 | 18 | 2,600 | 16h | 500k | 1 | - | Level 5 |
6 | 20 | 3,850 | 1d | 850k | 1 | Level 4 | Level 6 |
7 | 22 | 5,300 | 1d 12h | 1.6M | 1 | - | Level 7 |
8 | 24 | 7,350 | 2d | 2.6M | 1 | Level 5 | Level 8 |
9 | 26 | 8,800 | 2d 12h | 5.2M | 1 | - | Level 9 |
10 | 28 | 10,400 | ? | 6.3M | 2 | Level 6 | Level 10 |
11 | 30 | 11,850 | ? | 13M | 2 | Level 7 | Level 11 |
12 | 32 | 13,500 | ? | 13.2M | 2 | - | Level 12 |
13 | 34 | 15,000 | ? | 13.4M | 2 | Level 8 | Level 13 |
14 | 36 | 16,500 | ? | 18M | 2 | - | Level 14 |
15 | 38 | 18,000 | ? | 28M | 2 | Level 9 | Level 15 |
16 | 40 | 19,500 | 9d | 35M | 2 | - | ? |
17 | 42 | 21,000 | 10d | 40M | 2 | Level 10 | ? |
18 | 44 | 22,500 | 11d | 45M | 2 | - | - |
19 | 46 | 24,000 | 12d | 48M | 2 | Level 11 | ? |
20 | 48 | 25,500 | 12d 12h | 52M | 2 | Level 12 | ? |
21 | 50 | 27,000 | 13d | 52.1M | 2 | Level 13 | ? |
22 | 52 | 28,500 | 13d | 52.2M | 2 | Level 14 | ? |
23 | 54 | 30,000 | 13d | 54M | 2 | Level 15 | ? |
24 | 56 | 31,500 | 13d | 60M | 2 | - | ? |
25 | 58 | 33,000 | 14d | 64M | 2 | Level 16 | ? |
26 | 60 | 34,500 | 14d | 66M | 2 | - | ? |
27 | 62 | 36,000 | 14d | 68M | 2 | Level 17 | ? |
28 | 64 | 37,500 | 16d | 72M | 2 | - | ? |
29 | 66 | 39,000 | 18d | 76M | 2 | Level 18 | ? |
30 | 68 | 40,500 | 20d | 80M | 2 | - | Level 30 |
31 | 70 | 42,000 | 22d | 82M | 2 | Level 19 | Level 31 |
32 | 72 | 43,500 | 24d | 84M | 2 | - | Level 32 |
33 | 74 | 45,000 | 26d | 86M | 2 | Level 20 | Level 33 |
34 | 76 | 46,500 | 28d | 88M | 2 | - | Level 34 |
35 | 78 | 48,000 | 30d | 90M | 2 | - | Level 35 |
Note - Max level is 35
References[]
- ↑ Rick Lane (6 February 2014). Dungeon Keeper Review. bit-tech.net. Retrieved on 24 February 2024.