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The Workshop is a room in Dungeon Keeper, Dungeon Keeper 2, and Dungeon Keeper Mobile where creatures produce doors and traps that can impede, injure, and kill heroes invading the dungeon.

A Workshop attracts Trolls. The bigger the Workshop, the more workers and finished products it can accommodate at once. Advanced items also have room scale requirements for production.

Dungeon Keeper[]

Manufactured items are emboxed in floating crates in the Workshop, taking up an operational slot there until they are used. Due to the varied demands on space in this type of room, Workshops in Dungeon Keeper tend to be among the larger rooms in a dungeon.

A newly-produced item's crate will appear at a random spot in a random Workshop, should more than one of them exist, accompanied with the same colourful sparkles as when a project is finished in the Library. When the Keeper deploys a Trap, an Imp or Tunneller must carry its crate from the shop to the target tile. A Door, on the other hand, is instantly functional when placed, and its crate simply vanishes from the Workshop.

Items are produced automatically by the workers to be deployed at any time. The Keeper cannot directly decide what to produce, but there is a rigidly-followed order of production that can be influenced by depleting specific items. The workers attempt to maintain an even distribution of all items as they accumulate in the Workshop, going in this order:

To-Do List
To do:
Add the KeeperFX items
Queue Item Manufacture Turns Gold held Sale Value Manufacture Level Req
1 Wooden Door panel icon Dungeon Keeper Wooden Door 18,000 250 0
2 Trap Alarm Small Alarm Trap 18,000 250 0
3 Trap Gas Small Poison Gas Trap 20,000 350 1
4 Braced Door panel icon Dungeon Keeper Braced Door 24,000 500 2
5 Trap Lightning Small Lightning Trap 20,000 500 2
6 Iron Door panel icon Dungeon Keeper Iron Door 26,000 750 3
7 Trap Boulder Small Boulder Trap 25,000 1,000 3
8 Trap Lava Small Lava Trap 20,000 750 3
9 Magic Door panel icon Dungeon Keeper Magic Door 50,000 1,500 4
10 Trap Word Small Word of Power Trap 20,000 750 4

For instance if there are 1x Magic Doors, 2x Boulder Traps, and 3x of everything else currently sitting in the shops, the workers will build Magic - Boulder - Magic - Wooden. If a Keeper wishes to install the best doors in his dungeon, he should refrain from placing the weaker ones when they become available. By allowing them to accumulate in the Workshop, his workers will focus on the items that are being deployed as soon as they're built.

Manufacture
Level
Workshop
Tiles
0 1-9
1 10-16
2 17-19 or 21-25
3 26-36
4 20 or 37+

A priori, these producible items need to be enabled by the map script, or in much rarer cases a crate be captured afield, in order for them to be available for manufacture.

With that satisfied, each door and trap then requires a certain "manufacture level," which is an internal rating derived from the number of Workshop tiles in the dungeon. There is an irregularity in its progression: for some reason, having the magic number of 20 Workshop tiles boosts the manufacture level straight to level 4 (3 in KeeperFX), and 21-25 reduces it back to level 2. This means that Iron Doors, Magic Doors, Boulder Traps, Lava Traps, and Word Of Power Traps can be created with 20 Workshop tiles (despite "requiring" 26 or 37), but not with 21-25 tiles.

Workers[]

Most creatures can be forced into Workshop labour, but the best craftsmen are Trolls. Orcs are also ace artisans, despite the fact that manufacturing is not a default job for them; in fact, once they learn Speed, they are second best only to Trolls who also have Speed. The Bile Demon and Mountain Dwarf also possess artifice to work efficiently in this room. The Mistress, Samurai, and Archer are fairly skilled manufacturers as well, once they have learned Speed.

Imps cannot work in a Workshop. And, being arrogant academic types, the Warlock, Vampire, and Wizard get somewhat annoyed at even being dropped into this room and will absolutely refuse to work there.

Manufacturing Skill
0 1 2 3 4
Imp icon Dungeon Keeper Fly icon Dungeon Keeper Demon Spawn icon Dungeon Keeper Bile Demon icon Dungeon Keeper Troll icon Dungeon Keeper
Horned Reaper icon Dungeon Keeper Beetle icon Dungeon Keeper Spider icon Dungeon Keeper Orc icon Dungeon Keeper
Druid icon Dungeon Keeper FXFX Dragon icon Dungeon Keeper Dark Mistress icon Dungeon Keeper
Skeleton icon Dungeon Keeper
Ghost icon Dungeon Keeper
Tentacle icon Dungeon Keeper
Hellhound icon Dungeon Keeper
Warlock icon Dungeon Keeper
Vampire icon Dungeon Keeper
0 1 2 3 4
Tunneller icon Dungeon Keeper Archer icon Dungeon Keeper Mountain Dwarf icon Dungeon Keeper
Thief icon Dungeon Keeper Barbarian icon Dungeon Keeper
Fairy icon Dungeon Keeper Giant icon Dungeon Keeper
Priestess icon Dungeon Keeper Monk icon Dungeon Keeper
Knight icon Dungeon Keeper Samurai icon Dungeon Keeper
Avatar icon Dungeon Keeper
Wizard icon Dungeon Keeper
Time mage-iconFX
Primary Job
Secondary Job
Refuses to do Job

Workshop Economy[]

Unlike Dungeon Keeper 2, traps and doors in DK1 do not cost gold to produce and may be sold to generate revenue. However, it is a tedious and management-intensive way to raise funds. This room can nevertheless be used to painstakingly pay for expansion of the dungeon and creatures' training when gold is extremely scarce or dangerous to reach. One of the initial difficulties is the need for the Workshop to fund its own construction; it's not unreasonable to expand it into a 10x10 or greater facility (to fit everyone and everything) over time.

The Boulder Trap is the most profitable item for the amount of time required. Which is to say, selling these while stockpiling four or five of all the other items will put the workers into a cycle of continually manufacturing Boulder Traps for maximum profit.

Bugs[]

To-Do List
To do:
How, and to what extent, are these fixed in KeeperFX?
Beetle Twemoji orange Bug #1
Workshop crate animation Dungeon Keeper
Traps are highly-prone to decrement too much when deployed. Specifically, one instance of the trap is decremented when planted, but as soon as the Imp picks it up from the Workshop to carry it to the deployment site, it decrements again. Unless all traps of that type are deployed at once, this will lead to "phantom" crates floating around in the Workshop, taking up space there permanently.
Beetle Twemoji yellow Bug #2
Selling traps only deletes crates that are in the Workshop. Once an Imp is carrying a trap crate out, selling the trap doesn't destroy the crate. The crate will be carried to the vacant deployment site and dropped there; then, an Imp will pick it back up and flash the Trap Crate Found message, as if it was a newly-discovered crate.
Beetle Twemoji yellow Bug #3
When an Imp is carrying a trap crate through the Workshop, and something unexpected happens (such as if the imp is slapped, or panics at the sight of the enemy, or the Workshop has become full while he is trying to store a crate in it), the crate will become one of the aforementioned "phantom" crates.

Bugs #2 and #3 might be witnessed (and #2 exploited) by players pushing a "Workshop economy" to its limits.

Bug #1 is a serious matter for anyone utilizing traps, at all, in their dungeon. To keep traps from subtracting themselves twice from the manufacturing panel, place all the traps of a specific type at once, reducing their count in the panel to zero. Drop Imps into the Workshop to have them get the crates out promptly. There is a legitimate reason why this bug exists: ordinarily, once a trap has exhausted all of its charges against intruders, Imps have to take a fresh crate from the Workshop to reload it. Imps will also carry "phantom" crates out of the shop this process (with the only other way to get rid of them being to sell the Workshop).

Dungeon Keeper 2[]

Concept Art

Concept Art

The Workshop is where traps and doors are manufactured, to impede and injure your enemies. It is a furnished room, though not as dense as the others: it has work stations on every other inner square and one on every even section of straight reinforced wall. The Workshop can accommodate one worker per work station plus one.

A functioning Workshop attracts Trolls, and Bile Demons provided you have a large enough Hatchery. The only other creatures prepared to work in a Workshop are Giants, who must first be converted (or attracted through a Mercenary Portal, or be a sacrifice recipe result in a Temple), but work much faster than Trolls or Bile Demons.

Before any manufacturing can be done, a Keeper must place door and trap blueprints where they want them to appear. Blueprints cost gold to place and must be placed on the Keeper's claimed path tiles.

The order of production exactly corresponds to the order in which blueprints were placed. It is therefore important to scale the number of jobs to the level and number of workers available.

While working, creatures generate manufacturing points until the trap or door in question is finished.

Item Manufacturing Points
Wooden Door2 Icon Medium Wooden Door 300
Braced Door2 Icon Medium Braced Door 600
Steel Door Icon Medium Steel Door 900
Magic Door2 Icon Medium Magic Door 1200
Barricade Icon Medium Barricade 150
Secret Door Icon Medium Secret Door 900
Alarm Trap2 Icon Medium Alarm Trap 150
Guard Post Trap Icon Medium Guard Post 150
Gas Trap Icon Medium Gas Trap 150
Boulder Trap2 Icon Medium Boulder Trap 600
Fear Trap Icon Medium Fear Trap 150
Fireburst Trap Icon Medium Fireburst Trap 1200
Freeze Trap Icon Medium Freeze Trap 900
Lightning Trap2 Icon Medium Lightning Trap 900
Sentry Trap Icon Medium Sentry Trap 150
Spike Trap Icon Medium Spike Trap 600
Trigger Trap Icon Medium Trigger Trap 150

[1]

Then the Mentor gives a notification e.g. "A Wooden Door has been created in your Workshop", the Workshop lights up in a sparkly fanfare and a Wooden Door crate is created. After a while, an Imp will collect the crate and place it where the blueprint is. The Wooden Door is now fitted.

The Workshop can store a maximum of three crates per tile that does not have a work station on it. Some levels also have crates secreted on them. Imps will take these to the nearest Workshop, after which the Keeper can place blueprints for these items and get them for free.

Given the low number of workers prepared to work in a Workshop and the very high crate capacity, there is no need to make it very large. About 4 x 4 or 4 x 5 is normally sufficient. Mostly even 3x3.

Tips[]

  • You only need a 1 tile dysfunctional Workshop to start blueprint placement! (Which may come off as odd.)
  • If you (perhaps accidentally) delete all tiles of your Workshops, actually blue blueprints will flash red as indication.
  • As a Portal attraction clarification: Any minimum functional size built Workshop will attract both your evil creatures that may work in it, IF your Hatchery is either 5x5 in dimensions or has overall 25 tiles in any configuration for your Bile Demon. The Troll will join you with 1 tile of Hatchery.
  • The closer your Hatchery, Treasury, and the Lair or Lairs of the workers are, the less time they spend away from their job. Especially the Bile Demon.
  • If you don't plan to manufacture as much as to confuse your Imps with extra tasks or not planning on owning many manufacturer creatures, an 1x3 room is enough right next to either Reinforced Wall, Solid Rock, or the combination of the two. Contrary to tooltips, they also have a workstation for two workers, crate space, and thus functionality.
  • You must leave any possible door to the Workshop unlocked for Imps or Dwarves to reach manufacture crates.
  • Higher experience level manufacturers manufacture faster.
  • Make sure your Imps and Dwarves don't have too many potential constant jobs active at a time, like always having an option to fit with 2 other mates of them to one or more Gem digging slots, so it doesn't seem like they do not care about installation crates.
  • Crate dragging Imps and Dwarves can be scared off by the threat of hostile creature melee attacks unless amidst a ton of allied creatures. Ranged attacks do not tend to have this effect but it still may happen. Against ranged traps, proximity is more of a factor. The closer an Imp goes the more scared it may get.
  • Door and trap health cannot be repaired by Imps and crates, they heal over time.
  • Crate dragging can happen through water, but be careful! If the Imp gets scared and drops the crate there, you will have the extra task of recovering it with a bridge.
  • If you see an enemy Imp dragging a crate, you won't see the installed and concealed trap, and in the place of a Secret Door something that very much resembles a Reinforced Wall will appear. If you want to identify the enemy Keeper's traps you'll need to keep an eye on the enemy Workshop what crates get made - or one of your creatures need to encounter them, possibly in possession.
  • A highly micromanaging player may possess a Monk and cast Haste Creature on any Imps, or more importantly, way slower Dwarves, that may either go to crates or are dragging crates to blueprints. If time is of the essence.
  • Even if traps and doors are practically useless for the highly skilled or veteran player, or the extremely rapid multiplayer matches, most of them can still be really entertaining to have around at the appropriate useful places to have a chance to look at more world variety, to spice up the game experience, and to experience all the game has to offer.
  • Workers manufacturing in a Workshop is always a nice visual to see.

Bugs[]

  • Crate finding door-and-trap placement manufacturing orders and found crate usage is extremely broken. If you find a crate, you still almost always need to pay for building anything and workers will almost always likely be required to manufacture it anyway, thereby making crate-finding absolutely useless and confusing. Not to mention a wasted resource on each level where originally placed.
  • Like with bodies and corpses, Imps sometimes do not care at all, even if they do not have any jobs and have access to both crate and destination.
  • Once abandoned crate reclaiming and continuing with it to target blueprint system can a lot of times be bugged. You may experience many examples of the Imp or Dwarf needing to take the crate back to a Workshop where he or a workmate of his can regain the information where to put the crate, even if it was taken 1-2 tiles from the destination.

Trivia[]

  • Three center appliances can be seen in the middle of a room. A rotary saw on a carpenter's table, a heated coal furnace, and an anvil, the latter two usually also appear as wall appliances where possible.
    • You can hit them in possession with a melee attack.
    • The rotary saw may probably be a sort of industrial revolution anachronism in the game's pseudo-medieval fantasy setting.
  • This room, while having appliances, nicely makes use of space on tiles which do not have them, placing crates there.
  • The normal baseline operation of door and trap placement which post release players and A.I. Keepers need to adhere to is one owned tile can only accommodate either one door or one trap, never both, and the same system is mostly encountered in Hero territories. However, exceptions might be witnessed at some places which may be remnants of the game's non-finalized pre-release ruleset which possibly slipped through into the release version(s). Example: Some hero tiles can have both doors and traps in the "Fairy Fortress" of Lord Volstagg on campaign level 15 - Crusade / Storm - Fluttershine. Mostly Braced and Magic Doors sharing a tile with Spike Traps. These exceptions may also be reproduced in certain complex map editors for fan-made levels.
  • Judging by development screenshots, Workshops were latecomers in the hard project of simply being ready. Initially they had more brownish floor tiles, and were missing all kinds of appliances for longer phases of overall game completion.

Dungeon Keeper Mobile[]

concept art

concept art

Overview[]

The Workshop was a 3x3 room that unlocked a Keeper's ability to place traps, as well as recruit Trolls. This room was warded by its defence: the Homing Buzzsaw, which targeted a single unit over a modest distance, dealing damage upon impact, and was able to fly over walls and other obstacles.

Upgrading a Workshop augmented trap capacity, in addition to unlocking new ones. Another byproduct of upgrading was that your Trolls would be able to be trained to higher levels.

Notes[]

  • Unlocked access to new traps.
  • Increased overall trap capacity.
  • Unlocked the Troll.
  • Bolstering increasee trap damage and this room's health.
  • When defending in PvP, one Troll guarded the Workshop.
  • Didno bonus damage to any minions or Immortals.
  • Max level was 35.
  • Levels 30 and above required max level stone storage as well as Quarries upgraded for extra storage, or to be upgraded during the Half Cost Building Event.

Stats[]

Defense Homing Buzzsaw
Targets Ground & Air
Damage Type Physical
Troll Defender 1
Attack Speed 1.25s
Attack Range 5 Tiles
Size 3x3

Upgrades[]

Лвл HP Dmg DPS No. of Targets Build Time Build Cost
(Stone)
Max Troll
Training
Dungeon Heart
Required
1 350 15 12 1 1m 200 Level 1 Level 1
2 550 21 17 1 5m 1,000 Level 2 Level 1
3 800 28 22 1 30m 5,000 Level 3 Level 1
4 1,350 36 29-58 2 1h 15k Level 4 Level 1
5 1,950 45 36-72 2 4h 50k Level 5 Level 1
6 2,900 50 40-80 2 8h 150k Level 6 Level 2
7 3,950 55 44-132 3 16h 550k Level 7 Level 3
8 5,500 60 48-144 3 1d 1M Level 8 Level 4
9 6,600 65 52-156 3 1d12h 2M Level 9 Level 5
10 7,750 70 56-224 4 2d 3M Level 10 Level 6
11 8,800 74 59-237 4 2d12h 13M Level 11 Level 11
12 9,920 80 64-256 4 3d 13M Level 12 Level 12
13 11,030 84 67-269 4 4d 13.4M Level 13 Level 13
14 12,140 89 71-285 4 5d 20M Level 14 Level 14
15 13,250 94 75-301 4 6d 28M Level 15 Level 15
16 14,360 98 78-314 4 7d 32M Level 16 Level 16
17 15,470 106 85-339 4 8d 36M Level 17 Level 17
18 16,580 111 89-355 4 9d 40M Level 18 Level 18
19 17,690 115 92-368 4 10d 46M Level 19 Level 19
20 18,800 120 96-480 5 11d 52M Level 20 Level 20
21 19,900 127 102-508 5 12d 52.2M Level 21 Level 21
22 21,020 131 105-524 5 13d 52.4M Level 22 Level 22
23 22,130 136 109-544 5 13d 56M Level 23 Level 23
24 23,240 141 113-564 5 13d 62M Level 24 Level 24
25 24,350 147 ? 6 13d 66M Level 25 Level 25
26 25,460 152 ? 6 14d 70M Level 26 Level 26
27 26,570 157 ? 6 14d 72M Level 27 Level 27
28 27,680 163 ? 6 16d 76M Level 28 Level 28
29 28,780 168 ? 6 18d 82M Level 29 Level 29
30 29,990 173 ? 6 20d 88M Level 30 Level 30
31 31,010 178 ? 6 22d 88.4M Level 31 Level 31
32 32,120 184 ? 6 24d 88.8M Level 32 Level 32
33 33,230 189 ? 6 26d 89.2M Level 33 Level 33
34 34,340 194 ? 6 28d 89.6M Level 34 Level 34
35 35,450 199 ? 6 30d 90M Level 35 Level 35

Traps Available per Level[]

Level Anti Air Boulder Trap Bug Zapper Cannon Trap Chicken Bomb Dantes Mound Door Fireburst Trap Freeze Trap Poison Trap Reinforced Wall Spike Trap Spring Trap UR Mine
1 - - - 2 - - - - - - - 2 - -
2 - - - - - - 2 2 - - - 2 - -
3 - - - 2 - - 2 - 2 - - 2 1 -
4 - - - - 1 - 2 2 - 2 - 2 1 -
5 - 1 - 2 1 - 2 - 2 - 10 2 2 -
6 - 1 2 - 1 - 2 2 - 2 10 2 2 -
7 1 1 1 - 1 - 2 - 2 - 10 2 - 2
8 1 1 1 - 1 1 2 - - 2 20 2 - -
9 2 1 1 - 1 1 2 - - - 20 2 - -
10 2 1 1 - - 1 2 - - - 30 2 - 2
11 2 - - - - 1 - - - - - - - 1
12 2 - - - - - 2 1 - 1 15 - - -
13 - - - 2 2 - - 1 1 - - - - -
14 - - 1 - - - - - - 1 - - - 1
15 - - - - - - - - - - 10 4 1 -
16 - 1 - - - 1 - - 1 - - - - -
17 - - - 2 - - - - - - 10 4 - -
18 2 1 - - - - 2 - - - - - - -
19 - - - - - - - 2 - 2 - 4 - -
20 - - 1 - - 1 2 - - - 15 - - -
21 2 - - - - - - - 2 - 5 - - -
22 - - - - 2 - - 2 - - - 2 - -
23 - - - 2 - - 2 - - - - - 2 -
24 - 2 - - - - - - - 2 5 - - -
25 - - 2 - - - - - - - - - - 2
26 - - - 1 - - - - - 2 - 2 - -
27 - 2 - - 2 - - 2 - - - - - -
28 - - - 1 - - 2 - - - - - 2 -
29 1 - - - - - - - 1 - - - - 1
30 - - 1 - - 1 - - - - 5 - - -
31 - - - 1 - - - - - - - 1 - -
32 - - - - - - - 1 - 1 - - - -
33 - - - - - - 1 - - - 5 - - -
34 - 1 - - 1 - - - - - - - 1 -
35 - - - - - 1 - - - - - - - -

Max Trap/Door Count[]

Level Anti Air Boulder Trap Bug Zapper Cannon Trap Chicken Bomb Dantes Mound Door Fireburst Trap Freeze Trap Poison Trap Reinforced Wall Spike Trap Spring Trap UR Mine
1 - - - 2 - - - - - - - 2 - -
2 - - - 2 - - 2 2 - - - 4 - -
3 - - - 4 - - 4 2 2 - - 6 1 -
4 - - - 4 1 - 6 4 2 2 - 8 2 -
5 - 1 - 6 2 - 8 4 4 2 10 10 4 -
6 - 2 2 6 3 - 10 6 4 4 20 12 6 -
7 1 3 3 6 4 - 12 6 6 4 30 14 6 2
8 2 4 4 6 5 1 14 6 6 6 50 16 6 2
9 4 5 5 6 6 2 16 6 6 6 70 18 6 2
10 6 6 6 6 6 3 18 6 6 6 100 20 6 4
11 8 6 6 6 6 4 18 6 6 6 100 20 6 5
12 10 6 6 6 6 4 20 7 6 7 115 20 6 5
13 10 6 6 8 8 4 20 8 7 7 115 20 6 5
14 10 6 7 8 8 4 20 8 7 8 115 20 6 6
15 10 6 7 8 8 4 20 8 7 8 125 24 7 6
16 10 7 7 8 8 5 20 8 8 8 125 24 7 6
17 10 7 7 10 8 5 20 8 8 8 135 28 7 6
18 12 8 7 10 8 5 22 8 8 8 135 28 7 6
19 12 8 7 10 8 5 22 10 8 10 135 32 7 6
20 12 8 8 10 8 6 24 10 8 10 150 32 7 6
21 14 8 8 10 8 6 24 10 10 10 155 32 7 6
22 14 8 8 10 10 6 24 12 10 10 155 34 8 6
23 14 8 8 12 10 6 26 12 10 10 155 34 8 6
24 14 10 8 12 10 6 26 12 10 12 160 34 10 6
25 14 10 10 12 10 6 26 12 10 12 160 34 10 8
26 14 10 10 13 10 6 26 12 10 14 160 36 10 8
27 14 12 10 13 12 6 26 14 10 14 160 36 10 8
28 14 12 10 14 12 6 28 14 10 14 160 36 12 8
29 15 12 10 14 12 6 28 14 11 14 160 36 12 9
30 15 12 11 14 12 7 28 14 11 14 165 36 12 9
31 15 12 11 15 12 7 28 14 11 14 165 37 12 9
32 15 12 11 15 12 7 28 15 11 15 165 37 12 9
33 15 12 11 15 12 7 29 15 11 15 170 37 12 9
34 15 13 11 15 13 7 29 15 11 15 170 37 13 9
35 15 13 11 15 13 8 29 15 11 15 170 37 13 9

Trivia[]

  • Ironically, despite mallets being the symbol of Workshops and manufacturing, the best manufacturers in Dungeon Keeper and Dungeon Keeper 2 (Trolls and Giants,[Note 1] respectively) carry and use clubs rather than mallets. In Dungeon Keeper, mallets are used by some lesser manufacturers, such as Orcs and Barbarians.

References[]

  1. Dungeon Keeper 2 : Prima's Official Strategy Guide. pp. 109,112. Rocklin, CA: Prima Games. (1999). ISBN 978-0-7615-1805-1.

Notes[]

  1. Excluding Knud