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Dungeon Creatures

Dungeon Units are fairly strong, and have some excellent attacks that can cause disabling conditions. They're highly explensive as a whole though.

Weiila sez: If you got snakephobia, stay off this one. They crawl, they slither, they'll glare you to death... well, some of them doesn't even have eyes, but those aren't any good at all. Plus there are a gang of nasty flyers living in these joints...

Name
Cost
Attack
Defense
Speed
Shots
Image
Building
Damage
Health
Combat Speed
Movement Type
Special Abilities
Upg. Name
Upg. Cost
Upg. Attack
Upg. Defense
Upg. Speed
Upg. Shots
Upg. Image
Upg. Building
Upg. Damage
Upg. Health
Upg. Combat Speed
Upg. Movement Type
Upg. Special Abilities
Comments


Troglodyte
50 Gold
4
3
Extra Slow
N/A
1-3
6
4
Ground
Immune to blindness.
Infernal Troglodyte
65 Gold
5
4
Upg. Speed
N/A
1-3
6
5
Ground
Immune to blindness.
Meh. Trogs suck, and Infernal Trogs get marginal upgrades, but still welcome. Still they're cheap, relatively. The immunity to blindness is nice, but the only way you’d have to think about that would be if you’d cast that spell on them (you should know better) or have a Unicorn attack them, in which being blind is the LEAST of their worries.


Harpy
130 Gold
6
5
Swift
N/A
1-4
14
6
Flying
Attacks then returns to previous location.
Upg. Name
170 Gold
6
6
Ultra Swift
N/A
1-4
14
9
Flying
Attacks then returns to previous location, Cannot be counterattacked.
Harpies are NIIIICE. They make effective siege weapons, just point them and let 'em rip. But go for the Harpy Hags. The stat increase is crap, but they cannot be retaliated (so it's not too much of an issue anyway) and the speed boost means they can attack anyone, at any time, and still be safe. Haste them and they become winged terrors.


Beholder
250 Gold
9
7
Slow
12
3-5
22
5
Ground
No melee penalty.
Evil Eye
280 Gold
10
8
Extra Swift
24
305
22
7
Ground
No melee penalty.
I don't know why, but I like Beholders and Evil eyes. Maybe because they look so cool, and they are terrors in the D&D world. Anyways, they are pretty decent if a bit slow. You'll use them for ranged attacks more, but don't be afraid to send them into the fray.


Medusa
300 Gold
9
9
Slow
4
6-8
25
5
Ground
No melee penalty, 20% chance to petrify with a melee attack.
Medusa Queen
330 Gold
10
10
Swift
8
6-8
30
6
Ground
No melee penalty, 20% chance to petrify with a melee attack.
More powerful versions of the Beholder and Evil Eye really, although they can shoot less and they are slower (Medusa Queens compared to Evil Eyes, actually.) Not that you'll mind, because they fight harder and can petrify, taking a creature out of action for three turns. Although if you want to use them as ranged attackers, you had better have an Ammo Cart.


Minotaur
500 Gold
14
12
Swift
N/A
12-20
50
6
Ground
+1 Morale bonus.
Minotaur King
575 Gold
15
15
Very Swift
N/A
12-20
50
8
Ground
+1 Morale bonus.
These guys are pretty good. They're effective fighters, and the morale bonus means they'll be acting a bit more often than others. Definitely a worthy addition to your army.


Manticore
850 Gold
15
13
Extra Swift
N/A
14-20
80
7
Flying
No special abilities
Scorpicore
1050 Gold
16
14
Quick
N/A
14-20
80
11
Flying
20% chance to paralyze with a melee attack.
Manticore are so-so for their level. If you want asskickers though, go for Scorpicores. They're more powerful versions of the Medusa (Queen), only faster and sans the ranged attack. Paralyzation is the exact same thing as Petrify, strangely...


Red Dragon
2500 Gold + 1 Sulfur
19
19
Quick
N/A
40-50
180
11
Flying
Immune to spells below Level 4, Breath weapon.
Black Dragon
4000 Gold + 2 Sulfur
25
25
Super Quick
N/A
40-50
300
15
Flying
Immune to all spells, Breath weapon, Does 150% damage to Giants and Titans
While slightly much more durable than the Angels (in health, upgraded anyway), they are overall weaker. They make up for that in magic immunity, and you need some powerful spells to hurt these babies. Take Black Dragons with you against Titans, and make sure you get the first attack. Be careful though, because their breath attack is two hexes long, and it's possible to accidentally hit your own units. Maneuver your Dragons to prepare for that.

Weiila sez: And use that two hexes hit against the enemy. The best tactic you can use the dragons for is to attack a stronger unit by breathing through a weaker one. If the weaker one then attacks the dragon without moving, there’ll be another hit on both. Mwahaha.



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