Characters / Dungeons

A list of characters from Dungeons and its Sequel, Dungeons II:

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     Dungeons — Characters 

Deimos the Dark Lord

One of the strongest and most dreaded lords of the land, he was betrayed by his concubine Kalypso and banished from his domain. With his loyal army of goblins he has to get his powers and fame back.

The Advisor/Mr Sidekick

Your trusted goblin advisor, he explains the quests and game mechanics to you.

  • Affably Evil: He'll celebrate your victory over your rivals with tea and biscuits.
  • Bunny-Ears Lawyer: He's extremely competent, but is the same guy who tried to taste a Jelly Monster to see if it tasted like lemon.
  • Damage-Sponge Boss: As the Final Boss of the Expansion, after he's been corrupted by The Other Ring.
  • Deadpan Snarker: Most of his dialogue, even more so if other Dark Lords are mentioned.
  • Enemy Mine: With Kalypso and the others when Deimos allegedly goes mad with power with the Other Ring.
  • Evil Laugh: Gives a creepy one in the final cutscene as he leaves carrying the imprisoned Kalypso with him.
  • Evil Old Folks: A rather old goblin and a nasty piece of work.
  • Half Goblin Hybrid: One of his ancestors was a Hobbit, explaining his ability to endure the Other Ring.
  • Hypercompetent Sidekick: Sidekick is actually is surname according to the Expansion.
  • Medium Awareness: "Oooh, so much violence in this game!!"
  • Mr. Exposition: To Deimos and, by extension, the player himself.
  • Nice Hat: Wears a rather cool-looking hat with a plume.
  • Old Retainer: To Deimos, though he switched sides in the Expansion.
  • Sycophantic Servant: Not so much in the Expansion, where he quits his master's service and sides with Kalypso.


Deimos' former lover and a Succubus, she has dumped Deimos and took over the deepest pits of the Netherworld. She's the main playable character in the Expansion.

  • Affably Evil: She's still very playful if insulting when you encounter her in the final part of the campaign.
  • Big Bad: Of the vanilla game, being the one responsible for Deimos' loss of power and the Final Boss.
  • Combat Pragmatist: Rather than waiting for Deimos in her Throne Room, like the Zombie King and Minos, she lures him and take over all the pentacles in Deimos' Dungeon while he's busy fighting her guards in the Throne Room. Even then, she forces him to fight a lot of monster before fighting him personally.
  • Cute Monster Girl: As a Succubus, this is a must.
  • Damage-Sponge Boss: 9,999 health points.
  • The Danza: Named after the publishers of the game, could also be a Take That, Us.
  • Enemy Mine: In the expansion she's soon involved in a Teeth-Clenched Teamwork with Mr. Sidekick the Advisor, Minos and the Zombie King in order to destroy the Other Ring.
  • Everything Is Sexier In French: During the Gates of Moria's parody, the magic words she suggests to open the portal are :"Voulez-vous coucher avec moi?"
  • Final Boss: Of the main game, and also pretty tricky at that.
  • Fire and Brimstone Hell: Her official dungeon in the Expansion.
  • Fragile Speedster: As a playable character she's rather fast, but not as fit for melee as the other Dark Lords.
  • Horny Devils: She's a Succubus after all... She can bewitch heroes, seduced Marthas into changing sides and she tricks a Goblin into opening her cell door in the first level of the expansion.
  • Jerk Ass: She's incredibly obnoxious, petulant and vain, and she doesn't even praise you when you appease her, unlike the Zombie King or Minos.
  • Marathon Boss: While not as tricky as the Zombie King or powerful as Minos, she'll require a lot of time to bite the dust.
  • Take That, Us: Kalypso is not named after the nymph in the Odyssey, she's named after the publisher of the game.
  • Shock and Awe: Cast a volley of lightning as her automatic magical attack in the Expansion.
  • Sealed Evil in a Can: In the final cutscene we see that Deimos shrank her to the size of a mouse and locked her in a red orb. She escapes in the Expansion though.
  • Weaksauce Weakness: She's very vulnerable to the Sword of Destiny, a weapon which defeated her in the past. subverted in that you don't actually use it to kill her.
  • Winged Horned Humanoid: She sports both horns and a set of thin, dragonfly-like wings on her back.

The Zombie King

The most prominent Dark Lord in the Catacombs, he's an ancient undead king who rules his domain with hordes of undeads.


A fierce, giant minotaur and ruler of the second level, the Sunken Temple.

  • A Load of Bull: He's a minotaur.
  • Annoying Arrows: Has several arrows jutting from his shoulder.
  • The Brute: To Kalypso. In one mission he asks you to smash 30 of your prestige items to amuse him. He's also the Dark Lord with less magic in the Expansion, as all his attacks are mostly physical.
  • Carry a Big Stick: In the Expansion he's armed with a wooden club.
  • Chained by Fashion: When you first find him, he's chained to a wall. After freeing himself, he keeps the chains to his wrists and even uses them as flails.
  • Deadly Lunge: His charge attack.
  • Fate Worse Than Death: He's kept alive and chained and has his horns severed. Subverted in the Expansion, where he's found drinking in an underground pub after having reattached his horn.
  • Genius Bruiser: In the Expansion as a member of the Fellowship of the Other Ring.
  • Meaningful Name: After the famous king whose wife birthed the Minotaur.
  • Mighty Glacier: Can easily kill you with two or three attacks, but he's very slow. And chained to the wall for the first part of the fight. He's also wide open to attacks after wailing around wildly.
  • Shockwave Stomp: One of his main forms of attack.
  • Turns Red: After his Dungeon Heart is destroyed he frees himself from the chains.
  • Verbal Tic: Sgrunt!
  • Wicked Cultured: Asks you to build up a library, so that monsters won't grow ignorant.
  • With My Hands Tied: He's chained to a wall at the beginning of the Boss Battle.


A paladin from the Neverwicked Mountain monastery. He's persuaded by Deimos to embrace the dark side and leave the light behind.

The Goblins

Your trusty, dimwitted servants, which can dig new rooms and keep things running. They can't fight however.

  • Dirty Coward: They run away from any threat.
  • Fat Idiot: Mentioned to have a scarce number of brain cells.
  • Hypercompetent Sidekick: They can refill your gold stash, repair traps, activate pentagrams, take care of armories and so on.
  • Mooks: Though a type of non combat mook, as they only take care of the Dungeon.
  • Our Goblins Are Different: Small, dimwitted cowards fit only for the most basic works in the Dungeon.

Catacomb Monsters

The monsters inhabiting the Catacombs such as Vampire Bats, Jelly Monsters, Skeletons, Rat Men and Guardians. The Dungeon's Guardian is the Undead Butcher.

Temple Monsters

The monsters dwelling in the Temple Level such as Flying Snakes, Six-Legged Beasts, Giant Scorpions, Giant Frogs and Living Statues. The Dungeon's Guardian is the Colossus.

  • Attack of the 50-Foot Whatever: The Colossi.
  • Blade on a Stick: Living Statues wield a huge pike.
  • Informed Ability: Flying Snakes are said to be extremely vicious, but they're actually pretty weak.
  • King Mook: The Colossus to the Living Statues. According to the description, the latters think the former is their daddy.
  • Living Statue: The Colossus and the Living Statues.
  • Mayincatec: The style of the Living Statues and Colossus, which fits the look of the dungeon.
  • Mighty Glacier: The above mentioned Colossus and statues.
  • Mix-and-Match Critters: The Six-Legged beasts are part lions part bulls and have six legs. The Giant Frogs have a bit of Alluring Anglerfish in them.
  • Scary Scorpions: The Giant Scorpions, obviously.
  • Unique Enemy: The Giant Amoeba in the second temple scenario is an oversized Jelly Monster who can split in smaller copies of himself when killed. And each copy can do the same.

Hell Monsters

The monsters residing in the Hell Level such as the Flying Skulls, Demonic Spiders, Imps, Hellhounds and Fire Wyrms. The Heart's Guardian is the Fire Angel.

  • Creepy Centipedes: Fire Wyrms, as in the giant, fire-spitting maggots which fed on the entrails of a rotting dragons corpse.
  • Dem Bones: Flying Skulls.
  • Giant Spider: Demonic Spiders are this plus some humanoid parts.
  • Hellhound: They only have one head though.
  • In the Hood: The Fire Angel.
  • Legions of Hell
  • One Monster Heroes: The Fire Wyrm can keep heroes busy for a while and even kill them if necessary.
  • Our Angels Are Different: Fire Angels, lost flaming creatures cast down from the heavens. Very undead judging from the look. Is not suggested to invite one of them to stay for dinner.
  • Playing with Fire: Basically everything can spit flames.
  • Whip It Good: The Fire Angel.
  • Unique Enemy: A Dragon in the Sword of Destiny Level. Is actually a gargantuan Fire Wyrm with tons of health points.

Expansion Monsters

The monsters inhabiting the Ice Cavern plus the special creatures seen in the Expansion. The common ones are simply ice-themed versions of already existing monsters from other levels. The Heart's Guardian is the Yeti.

     Dungeons II — Characters 

The Ultimate Evil / The Horde

The Ultimate Evil is the first playable entity of Dungeons II: leading the mighty Horde in battle, the Ultimate Evil was sealed away by the heroes of the Alliance, and now he seeks revenge. He commands the Horde, which is composed of Orcs, Goblins, Trolls and Naga, with Little Snots as workers.
  • All Trolls Are Different: Literally: basic Trolls are tall, lanky humanoids with clubs and oversized heads, hands and feet. Rockthrowers are muscular, two-headed blue trolls looking similar to those of World of Warcraft, while Juggernauts are massive, demonic trolls almost as fat as they're tall. They all work in the Forge of Chaos, making weapons, armors and improvements for the units.
  • Annoying Arrows: Gob-o-bots are nearly immune to ranged weapons, except for catapults and cannonballs.
  • Battle Cry: Orc Chieftains can raise the morale and strength of allied troops by bellowing.
  • The Brute: Both Orcs and Trolls fit this category pretty well.
  • Carry a Big Stick: Basic Trolls wield wooden clubs, while the Juggernauts use a massive cudgel seemingly forged from a huge fang.
  • Combat Medic: Naga Queens can heal your troops, albeit slowly.
  • Cute Monster Girl: Naga Queens, though averted with Naga and Medusa, who are much more serpent-like.
  • Dishing Out Dirt: The Earthquake spell, avaible only at level 3.
  • Drill Sergeant Nasty: Orcs will improve the efficiency of workers by yelling furiously at them.
  • Dual Wielding: Goblins fight with two knives, but will discard this fighting style if they evolve.
  • The Evil Genius: Goblins provide the Dungeon with doors, traps and improvements for chambers and machineries. Also the Naga, who provide magical support and research spells.
  • Expy: Of the Horde from Warcraft, seen also in the design of orcs and Trolls. The scenario where they first encounter the Demons is a Shout-Out to the fall of Grom Hellscream, having two heroes parodying Grom and Thrall.
  • Eye Beams: The Medusa's main attack method.
  • Genius Bruiser: Trolls are though fighters who also work in the Chaos Forge, doing research for you.
  • Glacier Waif: Trolls hit harder than anyone else, but each swing of their club or toss boulder takes a lot of time to connect.
  • Ignored Enemy: Goblins have the "Inconspicuous" trait, which means that enemies will attack them only if they're alone, giving the priority to other creatures and allowing the Goblins to attack them with impunity.
  • Industrialized Evil: The Horde seems more practical and organized than the selfish Demons and the mindless Undead.
  • Indy Escape: One of the traps launches a spherical boulder down a corridor, squishing and pushing back all enemies caught in his wake. The upgraded version is stuffed with explosive and will detonate on impact.
  • Kevlard: Troll Juggernauts are the most resilient units you can train, and are astoundingly fat.
  • Mighty Glacier: Trolls, expecially the Juggernaut, are slow but extremely resilient. Orc Ironhides combine their powerful armor with their ability to taunt the enemy, who's forced to engage the Orc in combat.
  • Mini-Mecha: The Gob-o-bot, complete with improved armor against arrows and twin flamethrowers.
  • Mooks: Little Snots (the Goblins in the first game) make a return as workers.
  • Mundane Utility: Naga Medusae will employ telekinetical powers to lift beer barrels and drink from them.
  • Non-Mammal Mammaries: Zigzagged with the Naga: basic Naga have small breasts, while the even more reptilian Medusa have none, but Queens, who are more human-like, sport more blatant breasts, which is better seen in the artwork.
  • Our Goblins Are Different: The "Goblins" from Dungeons return as worker units known as Snotlings, the Goblins are small humanoids with large noses and ears and a talent for machinery and contraptions. They can either become warriors in a mecha suit or undetectable assassins.
  • Our Orcs Are Different: Green, brutish, muscular... mark it as a no. They have the looks of Warcraft Orcs but the behaviour of Tolkienian Orcs.
  • Roaring Rampage of Revenge: In the main Campaign, the story focuses on the Ultimate Evil's battle against the heroes who sealed him underground.
  • Shock and Awe: The Lightning spell and the Lightning Orb trap.
  • Snake People: Nagas fits the bill. They're also much more serpent-like than usual, with the Medusa sporting a cobra-like head rather then a reptilian feminine visage like the basic Naga.
  • Spikes of Villainy: There's a ground trap with spikes and you can build a spiked door that damages the enemies as they attack it.
  • A Sticky Situation: Tar pits can be placed next to other traps to make them even more deadlier.
  • Stuff Blowing Up: A few traps include explosives and are used to blow the intruders to kingdom come. For example, the very first trap you can build is a treasure chest filled to the brim with dynamite, which explodes when heroes kick it open.
  • Steam Punk: The Goblin Assassin's looks, complete with a spring-blade on his arm and googles.
  • Taken for Granite: The Medusa has a gaze attack which slows down and damages a single enemy.
  • Trademark Favourite Food: Beer. All the residents of the Horde enjoy a good, cool barrel of beer once in a while. It can be jarring to see the Naga Queens chug whole barrels just like the big, brutish trolls.
  • Troll: Orc Ironhides use their taunts to force enemies to focus on them. To drive the point home, the heroic Ironhide you get is named Throllolo.

The Chaotic Evil / The Fiery Legion

A fragment of the Absolute Evil, just like his Ultimate brother, the Chaotic Evil rules over the fiery legions of Demons, composed of Fright Demons, Shadow Demons, Lust Demons and Fire Demons. After being encountered as an opponent in the main campaign, the Chaotic Evil becomes playable for a few scenarios.
  • Action Bomb: Infected have huge, bloated sacks on their heads. If you research the right upgrade this sack will explode upon death, damaging all nearby enemies.
  • All Webbed Up: There's a sticky web trap, best placed around a Big Tentacle, while Fear Demons can learn to cast one in combat.
  • An Axe to Grind: Pit Fiends wields humongous, fiery axes.
  • Anime Hair: Mistresses sports a "Bride of Frankenstein" hairstyle.
  • Big Red Devil: Pit Fiends, except that in lieu of a pitchfork they have gigantic axes.
  • Bloody Bowels of Hell: Much of the Chaotic Evil's dungeon looks quite organic, expecially the Throne Room. The Defensive Outpost is seemingly made of viscera, Spider Eggs are required and produced to make doors and traps, the doors themselves are made of interwined tentacles. The only two rooms that do not look organic are the Torture Chamber and the Shadow Chamber where Mana is mined.
  • Casting a Shadow: Shadow Demons mine for Mana in the Shadow Temple and have powers based on darkness and shadow.
  • Combat Medic: Succubi can kiss demons to restore their health. This works even with other Lust Demons or even themselves.
  • Combat Tentacles: Averted with the doors, played straight with the Big Tentacle and Even Bigger Tentacle traps, which flails at the nearby enemies. Their description also invokes another trope. When fully powered, Abysmals can summon shadow tentacles from the ground.
  • Dark Action Girl: Lust Demons, all of them, though only Mistresses are melee fighters.
  • Eldritch Abomination: Implied to be the source of power of the Ritual Chamber: you can see masses of greenish flesh under the stonework, the resurrection pits are lined with fangs and tentacles and you activate the Pentacle by feeding a hapless Servant to a giant toothy mouth that lives beneath.
  • Escape Rope: Subverted, one you your traps is a fake Town Portal that sends a single enemy to Hell.
  • Evil Is Visceral: As mentioned above, some of the doors, rooms and traps have a rather organic look.
  • Expy: Of the Burning Legion, again, from Warcraft. The second mission even involves fighting the Elves and destroying their Tree of Life (and taking a jab at Archimonde.) Also, though probably a coincidence, Servants bear a striking resemblance to the Mooks of Nox from Wakfu (both serve a dark lord, wear the same horned hoods, have the same eyes and speak in a high pitched voice).
  • Fan Disservice: Brood Queens are naked, and also happen to be a disgustingly fat green demoness with horns with a giant spider for a lower body.
  • Fed to the Beast: In order to activate the Pentacle and evolve your demons you have to sacrifice a Servants to the "thing" dwelling beneath the pentacle.
  • The Fighting Narcissist: All your demons can fight, but rather than beer they only crave admiration: by building Podiums they can bask in the admiration of Servants and restore lost health.
  • From Nobody to Nightmare: Shadowlurkers are diminutive, chameleon-like demons who can turn invisible but are otherwise easily dispatched by the heroes. The two following evolutions, Mindflayer and Abysmals, are imposing creatures of darkness who can tear enemies apart before they can even come into range. The Fear Demons go through a similar route, with their basic form being weak and pathetic but growing stronger and with more powers as they power up.
  • Gender Bender: Fright Demons are males, but their topmost evolved form, the Brood Queen, is obviously female.
  • Glass Cannon: Mindflayers can annihilate whole groups of heroes from afar, but are not very resilient themselves.
  • Horny Devils: The Lust Demons, appropriately enough, though Mistresses are always angry rather than horny and Dark Emperesses focus more on combat than seducing.
  • How Do I Shot Web?: It takes a little training to teach Infected to explode into poisonous ichor upon death, or to teach Shadow Lurkers how to mend with the shadows and turn invisible, or to point out to Infernals that the fire they breath isn't just for show, or that Succubi can charm people... you get the idea.
  • In the Hood: Servants and Mindflayers.
  • Legions of Hell: The servants of the Chaotic Evil are this.
  • Kicking Ass in All Her Finery: Dark Emperesses: contrasting her scantly-clad previous forms, she dons a voluminous falded skirt, a corset, High Class Gloves and four inverted wings.
  • Mighty Glacier: Infernals are though, and their first evolution, the Gargoyle, not only is thougher, but can also absorb any damage taken by his nearby allies.
  • Mooks: Servants, the basic workers, seems to use magic to move and perform their work. You can also sacrifice them to evolve your demons.
  • Mook Maker: Brood Queens can spawn small spiders in combat.
  • Ms. Fanservice: The Lust Demons, especially the skimpy Succubus.
  • Non-Indicative Name: Mindflayers don't look like the betentacled horrors from Dungeons & Dragons and do not possess mind-affecting attacks.
  • Playing with Fire: You have two different fire-breathing traps, two different fire spells and two different fire-based demons.
  • Poisonous Person: Fright demons attack by spitting poison at the foes.
  • Spider People: Chaos Weavers and Brood Queens are this, the former sporting four legs and being able to lay webs, while the latter is more spide-like and can give birth to spiderlings in combat. Infected have four eyes, four arms and the bag-like sack on their heads from which they can vomit poison.
  • Spider Swarm: The Spider Egg trap releases a swarm of spider that rushes the enemies.
  • Stripperific: Mistresses do not wear much, but Succubi, as expected, wear a skimpy black leotard with is full of heart-shaped holes, along with a frilly belt-skirt thingy.
  • Taking You with Me: Fear Demons can explode upon death, damaging nearby troops. Also the spell Demonic Sacrifice, which causes a gigantic explosion centered on one of your creatures, making the target Deader Than Dead.
  • Technicolor Fire: The fire from the Fireball spell and traps is purple.
  • Technicolor Toxin: Both green poison, seen in the color scheme of Fright Demons and Spider Lairs and purple poison, as the one released by the Infected upon death or by Brood Queens with their Toxic Cloud skills.
  • Top-Heavy Guy: Gargoyles and Abysmals, the latter resembling a more demonic-looking Voidwalker.
  • Whip It Good: Lust Demons use this to motivate workers. The Mistress uses her even in combat.

The Corrupting Evil / The Mindless Army

Added in the A Game of Winter expansion set, the Corrupting Evil and his Mindless army of living dead is awakened by Barthas Snow and is ready to join the battle against his two brothers. This faction takes aspects from both the Horde and the Demons, and is composed of Skeletons, Zombies, Ghosts and Vampires, along with the Forgotten worker units.
  • Attack of the Monster Appendage: One of the traps is a massive skeletal arm anchored in the ground that flails wildly at intruders.
  • Bow and Sword, in Accord: Bone Warriors are equipped with swords, but an improvement allows them to switch freely with a crossbow, which makes them more useful in combat.
  • Clockwork Creature: The Thing has a winding key in his back and other mechanical components.
  • Cold Sniper: Deathbolts, the upgraded form of Bone Warriors, are this. Literally, as in, they're armed with a sniper gun.
  • Cuteness Proximity: Weaponized by the Grimlin, whose Charm Person makes people fight for him, captivated by his cuteness.
  • Death Is Cheap: Once hired, none of your undead units can die for real, and as long as you have a Graveyard they can resurrect. The only way to dispose of your units is to throw them into the blood pool.
  • Degraded Boss: The Skeleton King from the main campaign returns as the Skeleton General, summonable with a spell and much more expendable.
  • Dem Bones: Skeletons, obviously, are amongst your troops.
  • The Dog Was the Mastermind: The teddy bear of the Fright is actually sentient and evil, and tells her what to do.
  • Early Game Hell: At Level 1. While the Horde can use overall though starting units (Orcs) and Demons start with the healing Adoration Chamber in their possess, the Undead can only have cheap but weak creatures who won't disappear when defeated (which means you cannot train replacement unless you get rid of them first) and they have to research the Graveyard to resurrect defeated creatures. Once they get starting though, all is well.
  • Elaborate Equals Effective: A perfect example is given with the Ghosts' evolution line: they start with the Fright, a cute girl in a tattered gray dress carrying a knife, to the Banshee, a young girl with standing hair, a longer gray dress and a sickle and finally the Black Death, a stunning gothic beauty with a gorgeous black dress, bone wings and a giant scythe. More noticeable as the base pattern (a ghostly girl with a weapon) is kept.
  • Evil Genius: Skeletons, working in the Alchemical Lab and doing research. Technically the Zombies, as they work in the Laboratory, making them Genius Bruiser type.
  • Evil Is Deathly Cold: Undead with lot of Ice-related powers, plus their Corrupted Overworld is covered in ice and snow.
  • Evil vs. Evil: While the Horde and the Demons are rival, they clash only once in the vanilla campaign when the Demons are forcibly summoned by the Alliance. The Corrupting Evil instead ends up fighting them both directly, which include having parties of the Horde/Demons invading his dungeon.
  • Expy: one more time to Warcraft and the Scourge of the Lich King.
  • Glacier Waif: The Thing and Black Death both have rather slow attacks that deal lots of damage. The same goes for the Deathbolt, whose weapon of choice is a sniper rifle.
  • Glass Cannon: Skeletons at large and Black Deaths can dish out the pain on their enemies, but they can quickly go down if overwhelmed.
  • Girl with Psycho Weapon: Frights are small adorable girls hiding butcher knives behind their backs.
  • Grim Reaper: Black Deaths are a female version of the Reaper, complete with black dress, scythe and hourglass. They have a special attack that can inflict massive damage on a single target.
  • I Am A Humanitarian: Ghouls can heal by gorging themselves on the corpses. In their description, Liches are implied to be child eaters.
  • In Universe Nickname: The Thing is sometimes called "Clockwork Potato" by the other monsters.
  • An Ice Person: Liches can attack with Ice spells, there are several ice traps that freezes the enemies and a couple of frost spells too.
  • Kicking Ass in All Her Finery: Black Deaths reap souls in an impressive black ballgown.
  • Killer Rabbit: The initial forms of the Vampires are that of fluffy cute imps with bat wings and big eyes, but they're still dangerous. Subverted with the Nosferatu, who looks as dangerous as he appears.
  • Life Drain: The Nosferatu can summon a swarm of bloody bats to attack all nearby units, damaging them as long as they have mana. It's surprisingly deadly.
  • Make Me Wanna Shout: Banshees, unsurprisingly. What's more, their screams can damage multiple heroes in a go.
  • Mighty Glacier: Zombies, mostly The Thing: They have three health upgrades and the latter can learn a technique that increase the defense.
  • Mooks: The (literally) brainless Forgotten. Unlike Little Snots and Servants, they lack special upgrades beside "move faster" and "dig harder", but they cannot be killed by the heroes. Well, they can, but they won't stay dead.
  • Mook Maker: Liches already know how to summon a handful of skeletons to fight for them. The same goes for the Skeleton General.
  • Night of the Living Mooks: All your servants are undead of sorts.
  • Nightmare Fuel: In-Universe, some of your traps and even doors can scare away the heroes, causing them to panick. Frights can spook heroes by using their haunted teddy bear to decrease their stats.
  • Our Liches Are Different: The final form of the Skeletons, Liches attack with ice spells and have a vaguely egyptian look.
  • Our Zombies Are Different: The so called Brain Biters, Zombies are rotting, lumbering oaves that can operate the Laboratory to do research on your creatures. In combat they're slow but resilient and can even rise from the grave istantly, ignoring their death.
    • Our Ghouls Are Creepier: The first evolution turns Zombies to Ghoul, which are larger, have Primal Stance and a paler skin, along with tusks and the ability to bullrush enemies and feed on corpses.
    • Frankenstein Monster: The second evolution turns Ghouls into The Thing, a massive mechanically powered brute who can emit steam to increase his defense.
  • Plaguemaster: There's a poisonous trap that deals continuous damage to heroes, as well as two plague-related spells that can afflict your enemies. One has to be cast on your troops, who of course are immune to the plague.
  • Poisonous Person: Again, there's a trap that releases toxic fumes above it, poisoning enemies.
  • Schmuck Bait: The Box of Pandora, a low-level trap in the shape of a mysterious, shaking urn that explodes violently when attacked, damaging and scaring all nearby heroes.
  • Sealed Evil in a Can: The Corrupting Evil, until he's fred by Barthas, misguided by the Prophet.
  • She's All Grown Up: The cute little Frights can grow up into pale beauties when they evolve.
  • Sinister Scythe: Black Deaths' weapon of choice, obviously enough.
  • Stringy-Haired Ghost Girl: Frights, complete with eye-covering bangs, creepy teddy bear and huge knife.
  • Telefrag: The Banshee's special ability invokes this, but they can only use it while invisible.
  • Vampires Are Sex Gods: Averted, Bloodsuckers are small, impish furballs with wings, Grimlins are overly cute humanoid bats while Nosferatu are badass-looking vampires with a nasty face.
  • We Have Reserves: Being undead, your servants cannot die for real, but you still need a Graveyard to reanimate them. On the other hand, their corpses will never vanish, not even from the Overworld. Contrasting the Horde and the Demons, whose units can be killed for good.

Barthas Snow

Former leader of the Northwatch, while searching for his missing uncle Banjo in the northern wastes he stumbles on the Dungeon of the Corrupting Evil and awakens him, losing his life in the process and becoming his mindless undead general bent on exterminating the living.
  • Axe-Crazy: In Undeath.
  • Black Swords Are Better: Wields a massive black sword surrounded by a greenish aura as an undead.
  • Blood Knight: After being turned in an Undead General, he mostly thinks of "destroy the living."
  • The Chosen One: In the final scenarios of the campaign, Barthas is designated to be the vessel for the return of the Absolute Evil. Eventually he turns into the Prime Evil, destroys what's left of the Alliance and gives birth to a kingdom of evil, uniting all three factions under one banner.
  • Death Is Cheap: He's the only undead unit who can revive at will without needing a tomb in the Cemetery. He'll complain a lot though.
  • The Dragon: To the Corrupting Evil, though you can control him directly.
    • Dragon Ascendant: In the last two scenarios, he absorbs all the three Evils in himself and turn into the playable Prime Evil/Absolute Evil.
  • 11th Hour Superpower: His transformation into the Absolute Evil.
  • Expy: Of Jon Snow when alive and of Arthas Menethil when Undead.
  • Good Is Dumb: Back when he was alive. Though rotting hasn't helped his brain cells...
  • Hero Unit: As a unique unit, he's notably more powerful than other controllable units.
  • An Ice Person: At level 3 he can freeze all the surrounding enemies in ice.
  • Summon Magic: He can summon three skeletons to help him in battle.
  • Too Dumb to Live: And let's just say to Unlive: it takes a few seconds for the Prophet to persuade Barthas to sacrifice himself to revive the Absolute Evil.
  • Voice of the Legion: After becoming an undead knight.

Malakay the Prophet

A mysterious, wizened sorcerer who appears during the campaign, giving cryptical warnings to the Ultimate Evil. He plays a bigger role in the Expansion, A Game of Winter, where he helps the Corrupting Evil.
  • Ascended Extra: Plays a very minor role in the vanilla game, the Expansion fix that.
  • Curb-Stomp Battle: The Absolute Evil ends Malakay's ambition with a single swing of his mace, and that's the end of it.
  • Didn't Think This Through: His secret plan: He orchestrated the whole thing, including the Ultimate Evil's defeat, to have the three Evils gather to create the Absolute Evil and then kill him and steal its powers, in order to become the Absolute Evil himself... too bad he's a scrawny 5 feet tall old man versus a massive armored giant with a big steel maul and dark powers. He's promptly crushed.
  • Evil Chancellor: To Barthas and the Corrupting Evil.
  • Evil Gloating: Gloats a lot as Barthas absorbs evil energy for the transformation into the Absolute Evil. Mostly because of his hidden agenda.
  • Expy: Of Kel'Thuzad. During The Reveal he's one to Iznogoud.
  • Greater-Scope Villain: He revealed to the Alliance the formula to imprison the Ultimate Evil, secretly made them grow in power and orchestrated the rise of the Corrupting Evil and the struggle with Meltysand in order to force the three Evils to awaken the Absolute Evil, so that he could kill him and become the Absolute Evil himself. Too bad he didn't take his lack of strength in account...
  • In the Hood: Wears a black hood pierced by his horns.
  • The Reveal: He is the one responsible for the Ultimate Evil's first fall from grace, and manipulated the Corrupting Evil and Barthas in order to have a chance at becoming the Absolute Evil himself.

The Alliance

The opponents of the three Evils, your everyday good fantasy kingdom of humans, fairies, elves and dwarves bent on waging war on Evil and thinking of dungeons as an easy way to level up. They're the antagonists of the game.
  • Action Girl: Warrior Princesses, 'natch. Including wearing armor and wielding scimitars in combat, they can be quite a pain to deal with. According to the artbook, Elves too are women.
  • Barrier Warrior: Paladins can protect their companions with a blue barrier.
  • Big Good: Technically the Alliance is supposed to be this...
    • Good Is Not Nice: Except that it's just implied that is ruled by and inhabitated by a bunch of jerkasses.
  • Charm Person: Pixies can do this to your units, turning them against you.
  • Dire Beast: In the Overworld, giant Foxes, Wolves and Bears will appear as enemies.
  • Dual Wielding: The Warrior Princess wields two swords, which she can use to unleash a crowd-hitting attack.
  • Elemental Powers: Mages battles you with lightning and fire.
  • Expy: Warrior Princesses are a nod on Xena.
  • Fairy Sexy: Pixies and Druidesses are females and good looking.
  • Five-Man Band: Both the Heroes of the Alliance and the minor ones you face.
    • The Hero: King Robert, who's in charge of the Alliance but is the first to die. / Paladins.
    • The Lancer: Krowtoes the Demigod, who later on becomes the de facto leader of the Alliance. / Warrior Princesses.
    • The Big Guy: Gurmli the Dwarven King, the most physically-oriented one. / Dwarven Warriors, Warrior Princesses and Elves.
    • The Smart Guy: Gandledore the Wizard, master of magic of the Alliance. / Bards and Wizards.
    • The Chick: Gulundrull the Warden, the only woman among them and could also be a substitute Smart Guy after Gandledore's demise. / Pixies and Druidesses.
    • The Sixth Ranger: Prince Joffrey in the vanilla game and Meltysand the Priestess in the expansion set, who both join the party late.
  • Glass Cannon: Druidesses, Elves, Pixies and Mages can be damaging and annoying, but don't last long in combat.
  • Hartman Hips: Druidesses' ones are blatant, but in the artbook it's shown that Elves and Warrior Princesses have them as well.
  • Knight In Shining Armour: Paladins, one of the strongest enemies you can face in combat.
  • Mighty Glacier: Dwarven Warriors and Paladins can take a lot of punishment before biting the dust.
  • Mooks: Farmers, Spearmen and Crossbowmen are nothing more than armed peons, easy to dispatch. They barely become more threatening when they're with a Bard or a Dwarven Warrior.
  • Ms. Fanservice: Druidesses, Pixies and Warrior Princesses qualifies for this.
  • Nature Hero: Druidesses, Pixies and Elves: the first two attack with nature magic, the latter are stealthy archers.
  • No-Sell: Bards can disable traps and doors for the other heroes, and they cannot be damaged by traps at all, which makes them incredibly annoying to deal with. On the other hand, is not uncommon to see a bard carefully lockpicking a door as your servants whale on him.
  • Our Dwarves Are All the Same: Short, armored and carrying battleaxes... they can also strengthen heroes with their aura.
  • Our Elves Are Better: They can turn invisible and shoot arrows, you'll need Naga/Spider Demons/Banshee to see them.
  • Playing with Fire: In the expansion, Meltysand's cultists attack with fire-based weapons that do more damage.
  • Stripperific: Druidesses have skimpy clothes made of leaves and don't leave much to the imagination.
  • When Trees Attack: The Overworld-only Ents,
  • You Gotta Have Blue Hair: Elves and Pixies, unsurprisingly.

Krowtoes the Demigod

One of the Heroes of the Alliance, this majestic but pompous demigod is the strongest opponent for the Ultimate/Chaotic Evil.
  • Back from the Dead: He will resurrect his followers after a while to rebuild his shield. In A Game of Winter you have to desecrate his tomb and face his ghostly self.
  • Barrier Warrior: He's protected by a fiery barrier that makes him invincible, forcing you to kill his warriors to dispel the shield.
  • Early-Bird Boss: He's first encountered in the fourth scenario and flees upon being defeated.
  • Expy: Name and quotewise, he's a parody of Kratos, while his looks makes him similar to the Avatar of Dungeon Keeper.
  • Final Boss: Of the main campaign, and also in many random maps.
  • Flaming Sword: His fearsome weapon of choice.
  • I Shall Taunt You: Costantly taunts you in the Overworld, even before you engage him in combat.
  • Plagiarism in Fiction: In the final scenario he quotes almost word by word the speech Aragorn gives in The Return of the King, which is lampshaded by the Lemony Narrator.
  • Puzzle Boss: You have to kill his followers to remove his shield of invulnerability. He's though enough to rise them from the dead at least twice.

Gandledore the Wizard

A powerful wizard and one of the Heroes who sealed away the Ultimate Evil, he's fought in a valley where he's summoning demons to stop the Ultimate Evil.

Gurmli the Dwarven King

King of the Dwarves, one of the last heroes to face the Evil at King's Ending, he's the first to attack.
  • Back from the Dead: In A Game of Winter you have to desecrate his tomb and fight his ghost.
  • Boisterous Bruiser: He's the only hero to charge blindlessly into the dungeon of the Ultimate/Chaotic Evil after the fall of the outposts, which proves his undoing.
  • Drop the Hammer: His weapon is a gigantic mallet.
  • Expy: Of Gimli, both namewise and quotewise.
  • King Mook: For the Dwarven Warriors
  • Large and in Charge: Ironically, he's larger than the usual Dwarves.
  • I Shall Taunt You: In the Overworld maps where he's present.
  • Shockwave Stomp: His main attack is this, and can damage all your units around him while sending them flying.

Guludruul the Mistress of the Elements

An Elven Sorceress who has mastered Ice Magic, which she uses with great skill. She's one of the last heroes fighting at King's Ending and defends the city.
  • The Archmage: A specialized one.
  • Back from the Dead: In the main game, you have to destroy all the houses in King's Ending or she'll continuously respawn. In A Game of Winter you have to desecrate her tomb and fight her ghostly self.
  • Flunky Boss: Always surrounded by Ice Elementals.
  • An Ice Person: She has mastered Ice Magic and fights by freezing your soldiers, dropping ice meteors and summoning Ice Elementals.
  • Rhymes on a Dime: The way she speaks.
  • Teleport Spam: One of her techniques lets her teleport away from the battle and shower your troops with icy meteors as well.
  • The Unpronounceable: The Narrator has some trouble getting her name right.
  • Underground Monkey: Bosse example, the Fanatic Fire Priestess Final Boss in A Song of Sand and Fire uses Guludruul's model but wields fire powers instead.

Smog the Dragon

A gigantic black Dragon Lizard, father of many reptilian children with a domain extended to humans and dwarves, he's the main villain and final boss of the three downloadable scenarios "A Chance of Dragons".
  • Big Bad: Of the A Chance of Dragons downloadable scenarios.
  • Breath Weapon: He takes advantage of his position to breath a damaging stream of fire on your creatures as the battle opens.
  • Enemy Mine: Implied, in the scenario where you face him he's supported by Gurmli and Krowtoes the Demigod.
  • Elaborate Underground Base: One which include a catacomb, a twisting series of tunnels full of spiders and rats, a Dwarven mine/outpost, and Alliance outpost and finally his fiery, magma-adorned lair.
  • Expy: Of Smaug the Magnificent, obviously.
  • Final Boss: Of the third scenario, "Smog!". He's also a:
    • Flunky Boss: Due to having two invulnerable lairs spawning Dragon Lizards nearby.
    • Stationary Boss: Luckily he doesn't move from his nest. Not that he needs to...
  • King Mook: Of the Dragon Lizard enemies.
  • Orcus on His Throne: He never leaves his cavern.
  • Our Dragons Are Different: He's a gigantic, black wingless Dragon with a round snout and spikes popping out of his back. He doesn't speak (though it's implied he can) but surely he breathes fire.

Meltysand the Red Priestess

Great Priestess of the Fire God, this Heroine gathered the Alliance under her protection after the second fall of King's Ending, and ends up fighting the Corrupting Evil and a revived Barthas, trying to use a magical altar to revive slain heroes.
  • Back from the Dead: Her altar can resurrect the forces of the Alliance at will. In the third scenario, Grave Matters, she plans to use the altar on the tombs of the three fallen heroes of King's Ending. Herself can resurrect at will, to the point that it finally feels sweet to kill her for good.
  • Big Bad: Of the A Game of Winter and A Song of Sand and Fire expansion sets, though she doesn't appear directly in the latter.
  • Captain Ersatz: Once again, another parody of a Game of Thrones character, specifically Melisandre.
  • Damage-Sponge Boss: When she's enforced by her God. This is also in the same mission where she, along with a legion of her followers, occupies a special spot and has to be killed in 12 minutes before she completes the ritual, making the whole ordeal quite difficult, as she can fight back. When you control the Prime Evil though it's much easier.
  • Due to the Dead: Subverted: while the previous three heroes (Krowtoes, Gulundruul and Gurmli) were eventually buried by the Alliance and all, Meltysand's corpse is quickly and messily devoured by an Orc and a Ghoul about a minute after her demise. Given the sheer number of times she resurrected herself...
  • Early-Bird Boss: You have to fight and defeat her in the second scenario, but you spend the rest of the campaign trying to catch up with her. Subverted in the third scenario, where she flees as soon as you breach her base.
  • Elemental Rivalry: She wields the powers of Fire against the ice-themed Undead.
  • Fiery Redhead: A must, for a follower of the Fire God.
  • Good Is Not Nice: Bossy, arrogant, demeaning and with a good old We Have Reserves attitude to boot.
  • Hypocrite: She has nothing but contempt for Barthas' new undead state... and her following plan is to resurrect the deceased heroes to fight for her.
  • Knight of Cerebus: She's not as funny as her previous colleagues, and is often more dangerous and difficult to face.
  • Mundane Utility: She uses bonfires to kill her enemies, burn the corpses so that they won't be raised from the dead... and, of course, to toast some marshmallows.
  • Playing with Fire: Well, duh... this also extend to her fanatical cultists. One of her attacks burns all surrounding units for massive damage.
  • The Phoenix: Has this motif: the symbol of her cult is a pair of massive, golden wings, and she shoots miniature firebirds from her staff.
  • Too Dumb to Live: Her last line of defense is a barrier so powerful not even the Absolute Evil can pierce it... too bad she says out loud that it's powered by the two Sacred Stones, which are outside the barrier, unprotected and vulnerable.
  • We Have Reserves: Her powers allows her to bring soldiers back from the dead and fast, giving her this attitude.