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The Training Room will allow 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, 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 Overview

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.

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Training Costs for Creatures
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Icon Creature Treasureroom icon tiny Cumulative gold spent to reach level...
2 3 4 5 6 7 8 9 10 Grow Up
Skeleton-icon Skeleton 20 80 360 760 1,280 1,980 2,840 3,880 5,180 6,820
Hound-icon Hellhound 14 112 504 Speedmonster icon tiny 798 1,162 1,652 2,254 2,996 3,906 5,054
Orc-icon Orc 15 120 540 1,155 1,950 Speedmonster icon tiny 2,475 3,120 3,915 4,890 6,120
Dragon-icon Dragon 40 200 960 2,040 3,440 5,320 7,600 10,400 13,880 18,240
Dark-mistress-icon Dark Mistress 24 192 864 1,848 3,120 4,800 6,840 Speedmonster icon tiny 8,112 9,696 11,640
Warlock-icon Warlock 30 240 1,080 2,310 3,900 6,000 8,550 11,760 15,660 20,580
Demon-spawn-icon Demon Spawn 15 120 540 1,155 1,950 3,000 4,275 5,880 7,830 10,290 12,750
Bile-demon-icon Bile Demon 38 304 1,368 2,926 4,940 7,600 10,830 14,896 19,836 26,068
Vampire-icon Vampire 50 200 900 2,200 4,650 8,100 13,150 21,300 31,450 43,600
Imp-icon Imp 10 410 980 Speedmonster icon tiny 1,390 1,920 2,620 3,480 4,550 5,860 7,500
Horned-reaper-icon Horned Reaper 150 2,400 10,950 23,250 39,300 Speedmonster icon tiny 49,800 62,700 78,600 98,400 123,000
Troll-icon Troll 12 192 876 1,860 Speedmonster icon tiny 2,508 3,336 4,380 5,652 7,224 9,192
Fly-icon Fly 5 80 365 775 1,310 2,005 2,870 3,935 Speedmonster icon tiny 4,590 5,410
Ghost-icon Ghost 20 320 1,460 3,100 5,240 8,020 11,480 15,740 20,980 27,560
Tentacle-icon Tentacle 14 224 1,022 2,170 3,668 5,614 8,036 11,018 14,686 19,292
Spider-icon Spider 18 288 1,314 2,790 4,716 7,218 10,332 14,166 18,882 24,804
Beetle-icon Beetle 8 128 584 1,240 2,096 3,208 4,592 6,296 8,392 11,024
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Training Costs for Subverted Heroes
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Icon Creature Treasureroom icon tiny Cumulative gold spent to reach level...
2 3 4 5 6 7 8 9 10 Grow Up
Samurai-icon Samurai 50 200 900 1,900 3,200 4,950 7,100 Speedmonster icon tiny 8,400 10,000 12,050
Barbarian-icon Barbarian 40 200 960 2,040 3,440 5,320 7,600 10,400 13,880 18,240
Knight-icon Knight 40 200 960 2,040 3,440 5,320 7,600 10,400 13,880 18,240
Priestess-icon Priestess 16 128 576 1,232 2,080 3,200 4,560 6,272 8,352 10,976
Wizard-icon Wizard 30 240 1,080 2,310 3,900 6,000 8,550 11,760 15,660 20,580
Giant-icon Giant 35 280 1,260 2,695 4,550 7,000 9,975 13,720 18,270 24,010
Thief-icon Thief 12 192 876 1,860 Speedmonster icon tiny 2,508 3,336 4,380 5,652 7,224 9,192 ~13,000
Archer-icon Archer 8 128 584 1,240 2,096 3,208 Speedmonster icon tiny 3,904 4,752 5,800 7,112
Monk-icon Monk 12 192 876 1,860 3,144 4,812 6,888 9,444 12,588 16,536
Mountain-dwarf-icon Mountain Dwarf 5 80 365 775 1,310 2,005 2,870 3,935 5,245 6,890
Tunneler-icon Tunneler 10 160 730 1,550 2,620 4,010 5,740 7,870 10,490 13,780
Fairy-icon Fairy 4 64 292 620 1,048 1,604 2,296 3,148 4,196 5,512
 


Notes on Cost

Capacity
    1x1     1
2x2 1
3x3 4
4x4 7
5x5 11
6x6 18
7x7 24
8x8 32
9x9 40
10x10   50  

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 Time

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.


Experience Overview

Level 1 2 3 4 5 6 7 8 9 10
Modifier 100% 135% 170% 205% 240% 275% 310% 345% 380% 415%
The Modifier applies to:
  • Salary
  • Research Skill
  • Manufacturing Skill
  • Scavenging Skill
  • Health
  • Strength
  • Dexterity
  • Experience for hitting
The following are not affected:
  • Hunger
  • Training Skill
  • Annoyance
  • Armor Level
  • Movement Speed
  • Luck
  • Fear
  • Hearing
 
Leveled Spells for Creatures
1 2 3 4 5 6 7 8 9 10
Beetle Handtohand icon small Freeze icon small
Bile Demon Handtohand icon small Trap Gas Small Fart icon small Grenade icon small
Mistress Handtohand icon small Trap Lightning Small SpeedMonster Icon Small Drain icon small HoldAudience Icon Small
Demon Spawn Handtohand icon small Missile icon small Heal Icon Small
Dragon Flamebreath icon small Heal Icon Small Grenade icon small Meteor icon small Trap Word Small
Fly Handtohand icon small SightofEvil Icon Small SpeedMonster Icon Small
Ghost Rebound icon smallHandtohand icon small ConcealMonster Icon Small Wind icon small Drain icon small
Hound Handtohand icon small SpeedMonster Icon Small Flamebreath icon small
Horned Reaper Handtohand icon small SpeedMonster Icon Small Slow icon small
Imp Dig icon smallHandtohand icon small SpeedMonster Icon Small HoldAudience Icon Small
Orc Handtohand icon small SpeedMonster Icon Small ProtectMonster Icon Small Grenade icon small
Skeleton Handtohand icon small ProtectMonster Icon Small Trap Lightning Small
Spider Handtohand icon small Slow icon small Freeze icon small Hailstorm icon small
Tentacle Handtohand icon small Freeze icon small
Troll Handtohand icon small SpeedMonster Icon Small Fireball icon small Grenade icon small
Vampire Handtohand icon small Flight icon small Slow icon small HoldAudience Icon Small Heal Icon Small Drain icon small ProtectMonster Icon Small Wind icon small Trap Word Small
Warlock Handtohand icon small Fireball icon small Heal Icon Small Meteor icon small ConcealMonster Icon Small Navigatingmissile icon small SightofEvil Icon Small Wind icon small Trap Word Small
 
Leveled Spells for Heroes
1 2 3 4 5 6 7 8 9 10
Archer Arrow icon small Navigatingmissile icon small SpeedMonster Icon Small Slow icon small
Avatar Handtohand icon small ProtectMonster Icon Small Heal Icon Small Freeze icon small Drain icon small Navigatingmissile icon small Trap Word Small
Barbarian Handtohand icon small ProtectMonster Icon Small
Fairy Handtohand icon small Drain icon small Trap Lightning Small Heal Icon Small ConcealMonster Icon Small Navigatingmissile icon small Rebound icon small Meteor icon small Freeze icon small
Giant Handtohand icon small SpeedMonster Icon Small
Knight Handtohand icon small Heal Icon Small Rebound icon small
Monk Handtohand icon small Heal Icon Small ProtectMonster Icon Small Slow icon small Missile icon small Drain icon small Hailstorm icon small Trap Word Small
Mountain Dwarf Handtohand icon small ProtectMonster Icon Small Rebound icon small
Priestess Handtohand icon small Flight icon small Trap Gas Small Rebound icon small Wind icon small Trap Lightning Small Heal Icon Small Navigatingmissile icon small Hailstorm icon small
Samurai Handtohand icon small SightofEvil Icon Small Trap Lightning Small SpeedMonster Icon Small Freeze icon small
Thief Handtohand icon small SpeedMonster Icon Small ConcealMonster Icon Small Rebound icon small
Tunneller Handtohand icon small HoldAudience Icon Small
Wizard Missile icon smallHandtohand icon small Fireball icon small Rebound icon smallHeal Icon Small Freeze icon small Hailstorm icon small Drain icon small Slow icon small Meteor icon small


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."

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.

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