Dungeon Keeper Wiki
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This page is to provide beginners with a guide to Dungeon Keeper. Many actions in the game are irriverable and can have drastic and harmful consequences that can severely harm and slow your progression. Please note this page is subjective, rather than objective.

Important[]

This information is extremely important to know, this carefully about these decisions.

Stone Quarries and Gold Mines[]

Stone Quarry

Stone Quarry

Gold Mine

Gold Mine

  • If you claim a Stone Quarry or Gold Mine, that becomes a permanent place that attacking players can spawn their minions.
  • Once you have claimed a quarry or mine, you CANNOT unclaimed it.
  • You do not need to claim all quarries, due to the promotion ‘50% off most buildings’ you can reach level 35 everything without one quarry.
  • The middle top and bottom quarry and gold mine are compulsory to claim, there is no choice in this.
  • Not claiming one quarry can allow you to build around it which will give you more room and make your dungeon MUCH easier to defend.
  • Probably the best quarry to avoid claiming is the one directly to right side of your Dungeon Heart.
  • If you dig a path to a quarry or mine, you can no longer seal it shut with dirt or walls. A path must always exist and there is more risk of accidentally claiming it. To avoid this, leave the gem blocks around it. This is highly recommended until you decide what to do.
  • Mines and Quarries provide very little of the stone and gold you actually need in the game, probably about 1% over the long term. The gold mines are the most useful as they can save you if you run out of gold and need to buy minions.

Dungeon Heart[]

Dungeon Heart

Dungeon Heart

  • Upgrading your Dungeon Heart for the first 10 levels costs Combat Points
  • The reason it costs Combat Points is to prevent players progressing too fast.
  • Progressing too fast will make the game become far more difficult, and progression is irreversible.
  • Upgrading your Dungeon Heart will always make the game more difficult, because when you get raided, you will open to losing more resources. On the Dungeon Heart page you can see the exact amount of resources you can be plundered for based on the level of your Dungeon Heart.
  • The decision to upgrade your Dungeon Heart ultimately up to you. Unless you have money to spend on the game, go for a slow progression and only upgrading your Dungeon Heart once you have nothing else left to upgrade.

Treasuries and Warehouses[]

Treasury

Treasury

Warehouse

Warehouse

  • Treasuries store Gold and Warehouses store Stone, the higher their level, the greater amounts of storage they have.
  • When you are attacked, if a player destroys all of you Warehouses, they will get 50% of your plundable stone, the other 50% is in the rest of your dungeon. Same example goes for Treasuries and Gold.
  • Bolstering these buildings with Imps allows you to prevent 10% of that particular resource being taken per Imp bolstering, for a maximum of 60%.
  • The cost of bolstering a building is based on the level of that building.
  • If you have a level 1 Treasury, it will cost 50 gold per Imp to bolster, if you have a level 10 Treasury, it will cost 75,000 gold to bolster. They have the exact same effect as well.
  • Leaving one Treasury and one Warehouse at a low level will allow you to protect your resources VERY easily without having to use Gems to by cave ins.
  • Consider leaving one Treasury and one Warehouse at level 1 so you can protect your resources from being plundered.

Best use of Dreadstones[]

  • The first use for dreadstones should be for upgrading guild lairs and guard posts. This will make your dungeon significantly stronger due to the high amount of health these upgrades provide. It was also provide a large DCR boost which will allow you to earn more stars during tournaments.
  • While Mortimer or Glarggl might be appealing, its best to focus on one of your pre existing immortals that you have already levelled. Immortals are fairly balanced in the game, so use one you are good with.
  • U R Mines and Dante’s Mounds are not very useful early on. Dante’s mounds can be good at luring trolls but they do very little damage and are very expensive to upgrade. U R Mines also cost gold to rearm and their range is short. They are mostly used to increase DCR.

Immortals[]

  • There are rare specials that allow you to buy Immortals with gems at a discounted price, it can be worth waiting for these specials to come around before buying
  • Avoid deploying Horny before 30 to 40% when raiding. His health and damage output is based on how much damage the dungeon has taken. At low percentages he is almost useless.
  • Tiny is a favorite for beginners because low level dungeons have poor air defense. At higher levels though, Tiny becomes almost useless as there is just too much that can kill Tiny very quickly.
  • The current Immortal you have at your Guard Post can be captured, the higher the level of the Immortal, the longer it will be captured.

Tips and Tricks[]

These are general tips and tricks that can you on your adventures in Dungeon Keeper

  • During tournaments, you are much more likely to be raided by very high level players. This is just how the game is. If you want to avoid this as much as possible, make your dungeon in a way that forces players to use spells. Such as 3 bug zappers and a frost trap at a choke point. Players will most likely have to use the disable trap spell to get past. Though some players spend a lot of money on gems and just don’t care.
  • If the dungeons you’re getting paired to raid are too difficult, it means you have too many trophies. You can purposely lower your trophies by deploying a minion or guild minion then ending the raid immediately.
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