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Characters / Dungeon Keeper

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    The Mentor 

Your very own Evil Mentor, and the narrator of the game. He is the one that guides you through the game. It seems he is an old Keeper than now helps you, new Keeper, adjusting to the game.

  • Card-Carrying Villain: Comes with the territory. The Mentor is darkly enthusiastic about the creeping destruction you inflict upon the land, and considers the horrible fates inflicted upon the surface dwellers to be satisfying.
  • Cloudcuckoolander : Sometimes, some of his quotes are... weird. Most of the time, however, he is sane (if evil)
  • Deadpan Snarker: Hilariously and awesomely so. Here are some of his gems :
    • "The very rock yawns with anticipation of your next fascinating move" (when doing nothing for some time)
    • "Your nocturnal perseverance has earned you a hidden gaming tip, GO TO BED!" (if playing late at night)
    • "You have an excess of Mistresses. There's a word for keepers like you" (if you have a lot of Mistresses)
    • "If you were any kind of real Keeper, you would've won by now" (if taking your time in a mission)
    • "You'll go blind, you know" (if looking for too long at Mistresses in a torture room)
  • Evil Cannot Comprehend Good: He sometimes expresses dismay at the peasants choosing to live happy, peaceful lives instead of butchering one another.
  • Evil Sounds Deep: Very much so. His menacing voice adds to the comedy of his dialogue.
  • Laughably Evil: Especially in the original, thanks to his snarky dialogue all round devotion to evil.

From Dungeon Keeper


    The forces of evil 


The beetle is a stronger fighter and flyer than the fly, but is not as fast. One of the first creatures you get in the game, and they gain the ability to freeze when they reach higher levels.

  • Big Creepy-Crawlies: Giant beetles.
  • Crutch Character: A particularly horrid example. You need them in order to win in the first stage...then they are entirely outclassed by stronger units as soon as the second level.

Bile Demons

While slow, the bile demon is still an excellent fighter, and manufacturer. They are immune to gas and wind attacks, but are vulnerable in combat to most types of undead.

  • Arch-Enemy: Skeletons. The rivalry can be dangerous if it's an experienced Bile Demon and Skeleton; a Bile Demon is more valuable than a Skeleton, but a trained Skeleton gets Lighting Spell that can kill the Demon.
  • Big Eater: If a Keeper is planning to have any number of Bile Demons, they better have a large Hatchery. Most minions will eat 2-3 chickens for a meal. Bile Demons eat 6 at a time, and they're hungry often.
  • Fartillery: A group of high-level Bile Demons can quickly kill off their enemies this way.
  • Fat Bastard: Takes up more space in a Lair because of it.
  • Gasshole: Any fight involving a large amount of these guys is going to be gassy. It'll get to the point you can't even see what's going on.
  • Mighty Glacier: Their bulk makes their strength and defense high, but their speed is terrible since they don't even have legs.

Dark Mistresses

The kinkiest of all creatures, one who enjoys pain and inflicting it on others. She has no special job apart from visiting the torture chamber to be tortured. Slapping her makes her happier and she rushes off to a battle as soon as one starts. An excellent fighter.

  • Arch-Enemy: Samurais.
  • Bondage Is Bad: Bad for anyone who isn't one of your minions.
  • Combat Sadomasochist: They inflicting pain on others, and especially love to inflict pain on themselves.
  • Lightning Bruiser: Capable of holding their own against anything short of Samurai and Horned Reapers due to their high offense and blinding speed. Becomes somewhat literal, since Mistresses can learn the Lightning spell as well.
  • Sex Is Violence: These ladies go for the "moaning after being hit" approach.
  • Too Kinky to Torture: They put themselves in the torture chamber for fun. If you capture an enemies mistress and torture her, she'll join your side out of gratitude.
  • Torture Technician: Mistresses are experts in the many arts of torture. The second game has these degenerate dominatrixes assist in "convincing" victims in the Torture Room.
  • Villain Teleportation: At level 10. Which is what makes it difficult to keep them out of the torture chambers.

Demon Spawn

A fairly good fighter, that can walk over lava unharmed. Spends most of its spare time training. After your demon spawn trains to level 10, they continue training and level up into a level 4 dragon.

  • Arch-Enemy: Hellhounds
  • Crutch Character: Effective throughout the early levels. Later on, outclassed by stronger units, especially when you can get Dragons right off the bat.
  • Magikarp Power: Not very impressive when they first arrive, being a serviceable front-line fighter for early levels. The reason you should keep them around is that Demon Spawn transform into dragons at level ten.
  • Non-Indicative Name: They're called Demon Spawn, but they're actually dragon hatchlings and will grow up into proper Dragons once trained for long enough.


The dragon is one of the toughest creatures in the game. Quick to learn from training, and a good resource in any library. As you would expect, they are immune to the effects of lava, and actually gain experience from sleeping next to it.

  • Badass Bookworm: They are among the strongest creatures in the game and they enjoy reading making, them a good minion to have in the library.
  • Our Dragons Are Different: Starts out as a little monster, grows into a big dragon after some experience. These Dragons also enjoy a good book.
  • Stone Wall: Their damage output, with their Flame Breath, is actually very low. However, they have high health and Heal, which allows them to survive for long periods of fire.


The fly is a weak fighter and does not last long in battle, however they are a very fast unit and great for exploring as they can fly over water and lava.

  • Animal Jingoism: They hate spiders. Understandable seeing as spiders eat flies.
  • Arch-Enemy: Spiders. Guess why.
  • Big Creepy-Crawlies: Despite the uselessness of this species, they are giant flies sentient enough to seek employment.
  • Too Dumb to Live: A Fly's sole purpose is to buzz around and reveal the map to its Keeper. If it finds any enemy along the way, it'll attack on sight. Flies are incredibly squishy even at high levels.
    • Averted however if "Flee" is toggled on, which orders the Keeper's minions to flee from enemies too strong for them. Which... makes Flies surprisingly effective early, as they will constantly harass enemy imps while fleeing should the enemy Keeper attempt to stop it with stronger creatures.


Weaker than the skeleton in fighting ability, the main use of the ghost is in research. Given the chance, these creatures will tend to congregate in your temple and will need manual duty allocation. Ghosts can fly, see invisible creatures, and are immune to poison gas.

  • Our Ghosts Are Different: The only way you get these lost souls is by torturing people to death. They are then subservient to you, oh dark one.

Horned Reapers

The Horned Reaper is the most destructive, psychotic fighter of the game. Summoned only using your temple, they are one of your fastest creatures, and have the power to slow any enemy fighting them. The reaper is immune to lava and has a good field of vision. If allowed to get annoyed (which happens very easily), they will go on a general rampage. It's best to build them their own personal dungeon, behind a locked door.

  • Awesome, but Impractical: He's easily the most powerful creature you get, unless you get the Avatar on your side, but he's just as likely to attack you as the enemy.
  • Attack! Attack! Attack!: Left to their own devices, they will pursue all enemies until they're a pile of sliced meats.
  • Ax-Crazy: It wants nothing more to kill things, be they the enemy or your own minions when it's really angry.
  • The Berserker: He's barely controllable and will fly into a rage attacking everything he sees.
  • Big Red Devil: Red, muscular beings with horns on their head.
  • Boss in Mook Clothing: There is one of these guys working for the heroes in the last level, and a level 10 one at that.
  • Hair-Trigger Temper: See the main page for the big list of what a Horned Reaper hates.
  • Lightning Bruiser: Bile Demons and Dragons may outlast him, but the Horned Reaper's offensive strength is unmatched and his speed is above average.
  • Psycho for Hire: One of the finest examples. One of the better strategies for keeping a Reaper happy is to build him his own little dungeon, i.e. putting him in solitary confinement. Having the entry corridor be completely full of locked security doors is optional.
  • Unstoppable Rage: As soon a Keeper's Horned Reaper snaps, he is not coming back. He will not stop until you, your minions, and your entire dungeon is broken and bloody. Or he's dead.


The hound is a good fighter and has the ability to travel safely over lava. Hounds will tend to follow your more powerful creatures around as bodyguards, but will attack your own Demon Spawn if given the chance. Placing Hounds in your graveyard will speed the appearance of Vampires.

  • Leeroy Jenkins: Has the same duty as the Fly, but is specifically looking for things to kill while it's running around. And just like the Fly, it won't hesitate to attack enemies despite relative strength or numbers.
  • Lightning Bruiser: Strong, powerful, fast.
  • Urine Trouble: A fittingly dark usage of the trope. Hellhounds will do one other duty, which is to urinate on fresh corpses in a Keeper's Graveyard. This makes the bodies decay faster, leading to quicker Vampire production.


The imp is the basic laborer, who carves out your dungeons, mines your gold, reinforces and decorates your dungeon, and carry things like bodies and traps around. Imps are the only creatures that give their loyalty for free, and are also the only creature that can be created magically, however the price to create an imp increases with the number you posses.

  • Fragile Speedster: A little time spent dodging spiked balls in the Training Room, and these little guys can cast Speed on themselves. Especially experienced Imps can teleport at will.
  • Happiness in Slavery: They don't require beds, food or wages to willingly carry out your fiendish designs, and the only disloyal thing they do is pledge allegiance to another keeper if captured alive and sent to the torture chamber.
  • Worker Unit: Nothing will move in your dungeon without Imps. Other minions are too lazy to dig gold, set traps, reinforce the dungeon walls, or build rooms of any description.


These are good all round warriors and like to be allocated guard room duties. They are quick to learn from training, and form a good basis for any close quarters combat. Orcs will refuse any research based duties.


The skeleton is another good fighting unit at high levels, and they are attained when a humanoid creature starves to death in your prison. Skeletons advance quickly when trained, and are immune to the effects of poison gas.

  • Arch-Enemy: With the resident blobs of lard, Bile Demons. It's theorized to be a case of "skinny vs. fat" by the fans.
  • Glass Cannon: Can deal some damage, but are very poor at taking it.


The spider is your first reasonable fighting unit. Good physical attributes are complimented well by a nice selection of combat abilities. The spider responds well to training.

  • Harmless Freezing: Sufficiently high-level Spiders learn a Freeze spell that they will happily use in battle. When they have no assigned tasks, they will meander to the Keeper's Prison and freeze the captives within. This has a side effect of making the prisoners live longer without input from the Keeper.


They hit quite hard and are fairly tough, which make them good fighters when combined with their freeze ability.

  • Our Monsters Are Weird: A creature with three tentacles for legs, and one for a head. They have no eyes of any description whatsoever.


The troll is best used for manufacture, and has been known to turn down less manual jobs, such as research. Initially poor in combat, the troll gains good firepower at later levels. However, they are unlikely to use range attacks unless possessed.

  • All Trolls Are Different: These trolls are small green humanoids that are slightly below-average melee fighters but skilled artisans that will happily staff your workshop.
  • Non-Action Guy: Trolls prefer to spend all their time at the Workshop and won't bother with much else on their own. That being said, a prudent Keeper will train Trolls for a last line of defense.


These undead creatures are vicious fighters and very skilled scavengers. They prove good researchers but will refuse to stay in your workshop. After a vampire's experience is above three, it becomes immortal, and can resurrects itself in its Lair after it dies, at the cost of 1 experience level. As with other undead, vampires can see invisible creatures and are immune to the effects of poison.

  • Arch-Enemy: With Warlocks. This can be halfway prevented by not letting either group share facilities in the dungeon.
  • Berserk Button: Vampires do not enjoy being placed in a Temple. Being in there long enough will make them extremely testy.
  • Power Floats: They never walk anywhere in the first game. It's nothing but floating and fog while they move.
  • Stone Wall: Good health and can drain energy from enemies; however, drain is also his only attack, and does little damage per hit.


The Warlock is good at both research and manufacturing, has a good range of attack spells, and gains vast experience if their lair is placed next to an unmined gold square. Unfortunately, they are also poor in close quarter combat.

  • Arch-Enemy: With Vampires. They're presumably jealous of their immortality. They also don't get along with the Wizards.
  • Berserk Button: Warlocks are infuriated by minions (especially imps) wandering into their library while they're researching. If they're at least level 2, they will cast fireballs at the offending minion, often killing them if they're an imp.
  • Glass Cannon: Definitely not the strongest physical fighters, even at level 10, but their powerful spells and general versatility at long range more than makes up for it.
  • Squishy Wizard: They're rather fragile units at the start, having zero ranged capacity at level 1 and being too physically weak to do much impact, spending more time in the library than actually training. However, when trained to a decent enough level, they become one of the most competent ranged fighters in the game.

    The forces of good 


The equivalent of your Imp unit, Tunnelers lead parties of stronger Heroes into your Dungeon, clearing their path to your Dungeon Heart. They are easy to dispatch, and even the weakest of your Creatures should have no trouble vanquishing them.


Essentially Tunnelers without the Dig ability, these units will be heavily encountered in the beginning levels and are easily dealt with.


Human units that are easy to kill, and are often encountered with Dwarfs. They will rob you of your gold if they make it to your Treasury and will turn into a Level 4 Knight when trained to "Level 11".

  • Lovable Rogue: Presumably how they're viewed by the Heroes. To a Keeper, Thieves are grubby little annoyances that aim for your gold.
  • Magikarp Power


Look similar to Thieves, and are basically the same unit strength and usefulness-wise. Archers have a wider range of abilities, however, and can fire Navigator Missiles as well as Arrows.



Fair fighters who do combat with a whip. They can be formidable foes.

  • Vampire Hunter: This is the only Hero that can kill an experienced Vampire on the first try. Everyone else will just send the Vampire back to its coffin.


Strong warriors who appear often throughout the game. They fight with a battle hammer and in great numbers, are deadly.


Powerful spell casters with a weakness in hand to hand combat. They protect themselves from this by using a wind spell to literally blow away the competition.

  • Blow You Away: One of their most dreaded abilities, especially in combination with poison gas.


Similar to the Priestess, not as powerful but usually come in large numbers.

  • Glass Cannon - Fairies may take only little punishment, but if groups of them come with the lightning spell, they will dole out serious hurt on your minions if you give them the chance.


A powerful melee fighter.

  • Glass Cannon: Actually have less health and armor than the similar Barbarian unit. Make up for it with gargantuan strength.


An excellent fighter, very quick and a good spell caster.

  • Archenemy: With Dark Mistresses. This is very, very bad in the scheme of minion rivalry. Both will attack each other on sight with intent to kill, and both are extremely valuable minions when leveled appropriately. It will take some deliberate dungeon design to dissuade daily duels.


A.K.A. The lord of the land. There is one knight per level unless you train a thief past level 10.

  • Right Makes Might: They certainly seem to think so.

The Avatar

You may have seen this guy before. The most powerful warrior in the game. The Avatar makes two appearances in the final level. He owns all the realms you had previously taken over.

  • Baleful Polymorph: The ending involves a goblin messing with a magic staff accidentally transforming him into a female goblin, causing every one of the minions to give their new toy a lustful look.

From Dungeon Keeper II

    The forces of evil 


  • Butt-Monkey: They tend to be the 'volunteers' of choice for Bile Demons and Warlocks.


  • Zerg Rush: The only useful tactic with them.


  • Expy: Of the Flies from the first game.



Fiery Salamander: They spit fireballs in combat, can wade through lava without injury and will make their lairs near to lava if given the choice.

Dark Elf

Skeleton Warrior

Dark Mistress

  • Combat Sadomasochist: Enjoys pain and inflicting it on others, and will often go to the torture room to hurt themselves if given nothing to do.
  • Shock and Awe: With training, they gain an electrical attack, and at level 10, they can summon hail and lightning storms.
  • Too Kinky to Torture: Torturing her actually increases her happiness!
  • Torture Technician: Will assist in torturing other creatures in the torture chamber.


Bile Demon

  • Fartillery: Weaponize their bodily functions against their enemies.
  • Fastball Special: A keeper who uses the possession spell on one can pick up and hurl dwarves and imps at the enemy.



  • Weaksauce Weakness: They can't cross water in their humanoid form and Monks can prevent them from resurrecting.

Dark Angel

  • Awesome, but Impractical: You have to construct a 5*5 temple (costs a whopping 75,000 gold) to recruit them, and even then you only get up to 2 (you can get more by building another 5*5 temple).
  • Mook Maker: A level 10 Dark Angel can summon Skeleton hordes.
  • Shock and Awe: At level 7 they gain the ability to summon hail and lightning storms (the same as what the Mistress gets at level 10).

Black Knight

  • When All You Have Is a Hammer...: They don't have any kinds of spells or abilities at their disposal other than their swords... which they are extremely skilled with.


The Horned Reaper, returning from the first game, but is now a single demon which is called "Horny". He's even deadlier than in the original game, as he can't be damaged. Rather than appearing through a portal, you use a spell to call him in. He's actually needed for the final level as he's the only creature than damage the Stone Knights.

  • Ax-Crazy: Every bit as homicidal as the first game.
  • The Berserker: He will attack everything in sight at the drop of hat and is almost impossible to control him.
  • Big Red Devil: A demon with a big scythe.
  • Oh, Crap!: As confident as he is, Horny gets a brief Oh, Crap! moment when he goes to attack a Stone Knight in the closing cutscene, only for his scythe to harmlessly bounce off its armour.
  • The Juggernaut: He's the strongest creature in the game, and he can't be killed. He's also the only creature that can damage the Stone Knights in the final level.

    The forces of good 

King Reginald

  • Authority Equals Asskicking: He dual-wields broadswords and can pretty much one-hit kill most of your creatures.
  • Papa Wolf: Really, the only reason he decides to face you personally is because you tortured and converted his three sons.

Lord Pureheart

  • Mook Lieutenant: He's stated to be one of King Reginald's closest friends and is the last regular Lord of the land you face.


Example of: