- When creating a creature character, keep the following things in mind:
- No creature is is actually stronger than another, they all got their pros and cons.
- None can choose the Horned Reaper as their creature, and the Dark Angel at this time.
- There may be a limited amount of a certain creature available and a few others may be unlocked only through certain means.
- No creature reservation is allowed.
- A maximum of 6 creature slots, this exclude dead creatures
- Fill in this creature profile and PM it to me. In the case I have approved your creature you are allowed to make a topic (if you haven't got a topic already with approved creature). If you are in need of an example, go to the Lair sub-forum. Find the creature of your choice on the list of available creatures here. If I don't respond after 48 hours, you are allowed to send a reminder.
Creature Profile (1.6)
Name:
Creature type:
Gender:
Age:
Personality:
Alignment:
Current level:
Strengths:
Weakness:
Loves/likes:
Hates/dislikes:
Abilities:
Most Powerful Foe Slain:
Body Count:
Other things:
Realm:
Biography:
- You are free to pick any spells/attacks for your creature. As long they are within reason.
- You always start at level 1! And with 0 gold.
- You can up to 3 creatures in a single realm.
- Transfering creatures
People can transfer their creatures, but the higher the level, the higher the penalty.
Level 1 - 3 : no penalty
Level 4 - 5: 1 level penalty
Level 6 - 7: 2 levels penalty
Level 8 - 9: 3 levels penalty
Level 10: 4 levels penalty
If the Scavenger Room is builded in the realm your creature is in, it lowers the transfer costs by 1, it's again lowered by 1 if the realm you want to transfer your creature also has a Scavenger Room builded.
Level 1 - 3 : no penalty
Level 4 - 5: no penalty
Level 5 - 7: 1, (with 1 Scavenger Room) 0 (with 2 Scavenger Rooms)
Level 8 - 9: 2, (with 1 Scavenger Room) 1 (with 2 Scavenger Rooms)
Level 10: 3 (with 1 Scavenger Room), 2 (with 2 Scavenger Rooms)
The levels penalty are thrown out of the window when the creature decides to follow the RPG Keeper into the next realm.- NEW! Players' Creatures can now reach a status beyond level 10, called Elite. When reaching this status the Creature in question starts at level 1 again. The Elite status cannot be lost by transfering.
- NEW! Ranking is as following from weakest to strongest: Normal, Elite (maximum obtainable for roleplayer Creatures), Boss, Elite Boss, Unknown/All-Powerful. It's thus appropriate that roleplayers take these rankings into consideration. For example, while a Normal Creature may hold his own against an Elite, depending on the levels of each of them also, the former cannot defeat the latter in a fair battle. The rankings from Boss and up always require teamwork effort to beat it.
- Power playing is not allowed. Power playing is where your creature is taking part in every activity that yields the fastest progression, and bypassing the "lesser" activities or any other secondary job/trait/skill. In other words, ignoring tasks/events for the sake of reaching the highest possible level is not allowed!
- God moding is completely out of the question. God moding is for example taking over another player's character, hitting a character with an attack. See below for an example.
- Player A: Character A throws a punch at Character B.
Player B: Character B dodges the attack, grabs Character A and throws him out of a stained glass window. Character A flies at Character B, who warps behind him and slashes Character A in the back.- The only exception to this is when the Dungeon Keeper himself takes control of your character/creature!
- Also, take Hero abilities into account when 'fighting' them.
- Board rules still apply in all RPG posts. This includes no swearing.
- Making up something outside the area that is playeble must be consulted with me first.
- The creator of the RP has the power to boot you out of the RPG if they see fit.
- No killing another player's creature. Killing is not allowed unless the owner of that creature has agreed to having his/her creature killed in the RPG.
- Creatures can be 'knocked' out if low on health and will be dragged to their lairs by imps.
- No spamming in the RPG threads, give others a chance to post as well!
- There is now a required minimum of two full sentences and two full lines of text for EVERY post.
- And, of course, one of the MOST IMPORTANT, don't leave home without it, forget it and die, rules is: HAVE FUN!
Here are the rooms written down and a short descriptions of them.
Dungeon Heart
This is the center of the dungeon. Should it be destroyed, the Keeper is banished forever.
Treasure Room
The place where all the gold of the Dungeon is stored. Creatures can come here to collect their wage at paydays.
Lair
Here is the restplace for all creatures. They can regain their health and strength while resting.
Hatchery
Here can creatures eat chickens to regain some health. Skeletons and ghosts don't have need of this room.
Training Room
Here can creatures train themselves up to level 6.
Library
Here can creatures research new spells for themselves or rooms for their Keeper.
Workshop
Here can creatures craft their weapons or manufacture traps and doors at orders of the Keeper.
Casino
Here can creatures gamble, drink and have fun to forget their trouble for the time being.
Guard Room
This room serve as meeting points for creatures. Mostly when the Dungeon is under attack.
Prison
Here are defeated enemies incarnated. Or creatures considered by the Keeper 'in need of lesson of who is in charge'.
Torture Chamber
Here can defeated enemies be tortured and taunted and possibly converted (applies to creatures only). Or creatures who have defied the Keeper.
Bridge
This room makes passage through lava and even water easier for creatures.
Graveyard
Here are all corpses gathered and left to rot. This room is essential for vampires should they die they will rise again (minus a level).
Combat Pit
Here can creatures pit themselves against another. Though the risks of injury are high you can train yourself up to level 8.
Temple
Serves as place where creatures can pray. Or the Keeper attempting to curry favour with the Gods. Creatures infected with the disease or chicken spell can be cured here.
Scavenger Room
Lowers the transfercosts by 1 level in the realm this room is constructed. It's again lowered by 1 if the realm you want to transfer your creature has also has a Scavenger Room builded. This room can can be an alternative where creatures spawn when entering the realm.
Here will be the Keeper spells posted.
Create Imp
Creates some additional workforce in the dungeon.
Speed Monster
Doubles the rate of a creature when they perform a task.
Possession
This spell enables the Keeper to take control of a creature so that he can see what he sees, and control him as he wishes.
Heal
This spell can be cast on a injured creature, restoring his health entirely.
Protect
This spell can be cast on a creature, making him tougher and thus more durable in battles.
Lightning
This spell can be only cast on your own land, it will cause medium damage and stun the target for some seconds.
Chicken
This spell can be only cast on your own land, it will transform the fearsome target into a harmless chicken! Creatures can cure themselves at a temple.
Destroy Wall
Makes a fortified wall a regular wall, and if cast on a regular wall, destroys it.
Sight of Evil
Allows you to see a part of the map that has not been explored yet.
Must Obey
This spell accelerates all of your creatures and forces them to perform their tasks more quickly for however long the spell lasts. Be careful not to use this too much because it will take its toll on morale.
Call to Arms
Calls creature to the selected location to attack and defend that specific point.
Conceal
Casting this spell makes the target invisible to all heroes and creatures, except for those who have the sight ability.
Hold Audience
Immediately teleports all creatures at the Dungeon Heart room.
Cave In
The ceiling caves in, causing damage for EVERYONE standing underneath it.
Disease
This spell can only be cast on your own land. This infects an unfortunate creature with a disease that slowly drains the health away. It can be transferred to other creatures by merely standing near them. The disease spell can be cured in a Temple.
Inferno
The biggest and best of all offensive spells. This casts a large boiling mass of flame that boils outwards trapping the unfortunates within its sphere of influence and burning them as they try and flee. Does devastating damage. It can only be cast on your own land.
Create Gold
Creates a small pile of 500-1000 gold.
Traps and doors will be described here.
Doors
Wooden Door
A weak door that doesn't offer much protection against enemy blows, but is handy for controlling the movements of creatures.
Braced Door
A tougher door which is a good cheap way of providing inner dungeon security.
It provides moderate defence against intruders.
Secret Door
A weak door comparable to the wooden door, but it's strength lies in fooling the enemy it's just a wall instead of a door...
Steel Door
A very tough door, second only to the magic door. Takes large amounts of damage.
Magic Door
The strongest of all doors, can take incredible amounts of physical damage but seems to weaker against magic...
Barricade
Technically not a door but can hinder the movement of both friend and foe.
Defence comparable to a braced door.
Traps
Sentry Trap
Cannon that automatically fires on incoming enemies, can do decent damage but can't take much of his own.
Fear Trap
Scares all but the bravest creatures away. This trap is useless against undead creatures.
Poison Gas Trap
This trap is triggered when an unsuspecting person steps on its tile, it then releases a cloud of gas that damages nearby creatures, friends and foes alike. Bile Demons and undead creatures are immune of this trap.
Alarm Trap
This is a simple alarm that can alert nearby creatures of an enemy intrusion.
Boulder Trap
This trap is triggered when coming in range of it, can knock out 50% of your CURRENT health.
Guard Post
Basically a mini-guard room, can serve as a checkpoint when having a large dungeon.
Spike Trap
A nasty trap, when stepping on it, a mass of spikes will pop up that can cause quite a bit of damage.
Freeze Trap
When a enemy steps on it, it will be frozen for some time, making him/her unable to defend him/herself.
Lightning Trap
Sends out a long bolt of lighting which will briefly stun the target and do minor damage. Effect will be MUCH greater when the target is in water.

