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Requests For New Villains

MainPage»Idea

For stats “Terrible”, “Poor”, “Medium”, “Good”, “Excellent” will do as much as numbers.

Super villains (New concept)

Super villains are obnoxiously powerful. They are gods that created the world and let it be. But you upset the world by taking it over, and pissed them off. Super villains only appear after all main villains are destroyed, and pose a final challenge for keepers. Super villains are only available in Free play, will only appear if enabled, and dungeons have a star after defeating them. Options include invasion after receiving a letter from the Gods, or the ability to invade the realm of the gods after building a portal.

  • Concept: A postgame challenge for hardcore players.

Ex. Zeus

  • Level 35
  • Stats: Large, all excellent,
  • Speed = 130
  • Traits (Weapon Melee 100%, Archery 100%, Sorcery 100%).
  • Skills (Poison Resistant, Fire Resistant, Stun Resistant, Disarm Trap)
  • Items (Battle Axe [20,20], Steel plate (+8), Gloves of strength, telepathy helmet, Boots of levitation)
  • Knows all spells in game
  • Loot: 2000 gold
  • Spawns with 10 air elementals.

Major villains

Examples from Alpha 21: Red dragon, The Duke

The King

Set up in a sprawling city with many peasant houses. The castle is larger with a whole wall with 4 archery towers surrounding it and one entrance into the inner walls. First floor is set up like the knights, but the 2nd floor has a throne, dorm, training dummy, small library, alchemy bench. King has two legendary dukes surrounding him, with a population of knights, wizards, and archers. Wizards have stats of Orc Shaman, know sorcery level 1, have healing skill, and, know fire sphere. The king becomes very aggressive when you build a throne. The purpose of this is to make a very strong main villain, to increase difficulty.

The king himself is level 28, knows sorcery level 1, melee kill (0.2). Has great armor, sword, rings of poison and fire resistance, defense amulet.

Ice Dragon

  • Villain Type: Major Villain
  • Strength: 50
  • Dexterity: 25
  • Speed: 100
  • Unarmed damage: 15
  • Attack type: Eat
  • Weight: 1000
  • Size: HUGE
  • Features: Fire immunity, Flying
  • Level: 40
  • Attack: 30
  • Defence: 60
  • Accuracy: 30
  • Loot: 100-200 Gold
  • Habitat/Settlement: Lives on its own in a cave
  • Possible attack triggers: Dungeon size
  • Concept: The ice dragon has a larger defence than other dragons, but a weaker attack.
  • Purpose in game: More variety in types of dragons on maps
  • Optional features: Perhaps one day it could breathe ice.
  • Discussion: Discuss the idea here.

Angel

  • Villain Type: Major villain
  • Strength: 30
  • Dexterity: 30
  • Speed: 110
  • Unarmed damage: 10
  • Attack type: Cut/Fire
  • Weight: 100
  • Size: Medium
  • Features: Flying, Immune to fire, Immune to poison, Sees invisible (telepathy)
  • Level: 50
  • Attack: 55
  • Defence: 30
  • Accuracy: 55
  • Loot: Flaming sword
  • Habitat/Settlement: Graveyard
  • Possible attack triggers: Your evilness, throne
  • Concept: The forces of good are never complete without an angel on their side!
  • Purpose in game: Nasty major villain which hits very hard but still has a respectable defence. Going invisible won’t help this time!
  • Optional features: Stun resistance as well.
  • Discussion: Discuss the idea here.

The Priest (Implemented in Alpha 24)

  • Villain Type: Major villain
  • Strength: 10
  • Dexterity: 10
  • Speed: 70
  • Unarmed damage: 5
  • Attack type: Blunt
  • Weight: 100
  • Size: Medium
  • Features: He is protected by 3 knights, who he heals continuously. He also casts deception.
  • Level: 10
  • Attack: 10
  • Defence: 50
  • Accuracy: 10
  • Loot: Iron Mace
  • Habitat/Settlement: Temple (Could contain some random traps).
  • Possible attack triggers: Your evilness, throne
  • Concept: You cannot call yourself an evil ruler until you have killed the local priest.
  • Purpose in game: A physically weak opponent with a huge defence bonus. A tough enemy healer.
  • Optional features: Huge defence bonus could be because of a spell he casts (or a prayer).
  • Discussion: Discuss the idea here.

Gorgon

  • Villain Type: Major villain
  • Strength: 30
  • Dexterity: 30
  • Speed: 90
  • Unarmed damage: 10
  • Attack type: Bite, Poison
  • Weight: 1000
  • Size: Huge
  • Features: Uses stun ray
  • Level: 25
  • Attack: 45
  • Defence: 45
  • Accuracy: 20
  • Habitat/Settlement: Lives in the woods
  • Possible attack triggers: Throne, Population size, proximity
  • Concept: Classical mythological creature, a gorgon with snakes for hair, that stuns you when you look at her.
  • Purpose in game: Monster that stuns at range
  • Optional features: “Turn to stone” instead of “Stun ray”. Does something similar to stun ray (Not permanent, considering game-play)
  • Discussion: Discuss the idea here.

Demon Den (Implemented in Alpha 23)

  • Villain Type: Major villain
  • Strength: 25
  • Dexterity: 20
  • Speed: 125
  • Unarmed damage: 40
  • Attack type: Magic/Blunt
  • Weight: Varies by demon unit
  • Size: large
  • Features: Fortress with 2cnd and first floor containing various demon units
  • Level: average 10
  • Attack: 30 or higher
  • Defence: average 30
  • Accuracy: 25-45
  • Loot: Demonic Sword/Bow
  • Habitat/Settlement: Demon den
  • Possible attack triggers: Throne, mass amount of summoning tables
  • Concept: adding a new major villain settlement for variety/ main villain with similar idea to cemetary
  • Optional features: Demon lord (boss)
  • Discussion: Thumbs up x1 (Keeperman)

Dragon-men

  • Villain Type: Major villain
  • Strength: Strong
  • Dexterity: Strong
  • Speed: Fast
  • Unarmed damage: Good
  • Attack type: Bite
  • Weight: 70 (light, they fly)
  • Size: Medium
  • Features: Flying, Humanoid
  • Level: Start at 10
  • Attack: Good
  • Defence: Average
  • Accuracy: Good
  • Habitat/Settlement: Live on open hills and grassland in tribes. No buildings. Have weapons, armour, potions, scrolls.
  • Possible attack triggers: Throne, proximity
  • Concept: Tribe of flying dragonmen also called “Draconions, Half-dragons or humanoid dragons).
  • Purpose in game: Fast, flying, armed humanoids to challenge the keeper in open terrain. Can also assault dungeons.
  • Optional features: Breathe fire
  • Discussion: Discuss the idea here.

Druids

  • Villain Type: Major villain
  • Strength: Medium
  • Dexterity: Good
  • Speed: Medium to fast
  • Unarmed damage: Average
  • Attack type: Force bolt without a cool down.
  • Weight: 100
  • Size: Medium
  • Features: Humanoid
  • Level: 15
  • Attack: Average
  • Defence: Average
  • Accuracy: Good
  • Habitat/Settlement: Forests.
  • Possible attack triggers: Cutting trees
  • Concept: A villain with a single spell, which has no cool down.
  • Purpose in game: Extra variety of forest villains.
  • Discussion: Discuss the idea here.

Centaurs

  • Villain Type: Major villain
  • Strength: Good
  • Dexterity: Good
  • Speed: Fast
  • Unarmed damage: Average
  • Attack type: Bows and arrows
  • Weight: 100
  • Size: Large
  • Features: Archery 100%
  • Level: 25
  • Attack: Good
  • Defence: Good
  • Accuracy: Very good
  • Habitat/Settlement: Forests. herds.
  • Possible attack triggers: None - they defend the forests without storming your dungeon.
  • Concept: Higher level than driads. Come in very small packs. 50% of the centaurs have fire resistant rings - in case you burn down their forest!
  • Purpose in game: A forest villain with amazing archery skills and a high level. Come in small families of about 4 or 5.
  • Discussion: Discuss the idea here.

Magi

  • Villain Type: Major villain
  • Strength: Weak
  • Dexterity: Poor
  • Speed: Slow
  • Unarmed damage: Average
  • Attack type: Full spell list or sorcery spells
  • Weight: 100
  • Size: Medium
  • Features: Humanoid
  • Level: 30
  • Attack: Poor
  • Defence: Poor
  • Accuracy: Poor
  • Habitat/Settlement: Mage tower.
  • Possible attack triggers: Throne
  • Concept: A major villain that always comes in a group of three magi with full magic abilities.
  • Purpose in game: Triple trouble. Magic.
  • Discussion: Discuss the idea here.

Tritons

  • Villain Type: Major villain
  • Speed: Fast in water, normal on the ground
  • Unarmed damage: 7
  • Attack type: Tridents, magic
  • Size: Medium
  • Features: Humanoid
  • Attack: 20-60
  • Defence: 20-50
  • Habitat/Settlement: 4 level dungeon water spire
  • Possible attack triggers: Throne, minion with attack/defence > 50, including spells and equipment
  • Concept: A major underwater villain
  • Purpose in game: To make swimming minions somewhat useful
  • Discussion: Discuss the idea here.

Portal

  • Villain Type: Major villain
  • Unarmed damage: 40
  • Attack type: magic
  • Size: Big
  • Features: Intelligent portal-mage, keeps distance and shoots from afar
  • Attack: 40
  • Defence: 40
  • Habitat/Settlement: in the center of the map between 13 pillars
  • Possible attack triggers: Throne, +6 daemonic shrines
  • Concept: Mobile barracks, summons some otherworldy creatures or maybe simply demons, repelenishes his troops on battlefiels in waves, summons new minion for defence every 3 days
  • Purpose in game: Can spawn a lot of mosnsters, magic monster spawner
  • Discussion: Discuss the idea here.

Other ideas of major enemies

Greater enemies – The silver unicorn (spell caster), winged spearmen

Minor villains

Examples from Alpha 21: Hydra, Cyclops

Unicorn (Implemented in Alpha 23)

  • Villain Type: Minor villain
  • Strength: 20
  • Dexterity: 35
  • Speed: 200
  • Unarmed damage: 15
  • Attack type: Pierce
  • Weight: 200
  • Size: Medium
  • Features: Animal
  • Level: 25
  • Attack: 20
  • Defence: 20
  • Accuracy: 30
  • Loot: Random scroll
  • Habitat/Settlement: Lives in herds in woodland
  • Possible attack triggers: None
  • Concept: Very fast creatures that are hostile only when invaded. Numerous but not too tough to consider attacking
  • Purpose in game: An optional opponent for interesting loot if you are a keeper.
  • Optional features: Unicorns casting magic spells
  • Discussion:

Fairies (Fairy town)

  • Villain Type: Minor villain
  • Strength: 5
  • Dexterity: 40
  • Speed: 150
  • Unarmed damage: 5
  • Attack type: Will use their wands
  • Weight: 10
  • Size: Small
  • Features: Flying, sorcery
  • Kit/Loot: Magic wand (damage+15, hit+30, attack type=magic spell, skill required=sorcery)
  • Kit/Loot: Potions
  • Level: 20
  • Attack: 15
  • Defence: 5
  • Accuracy: 30
  • Habitat/Settlement: Live in fairytown in the woods
  • Possible attack triggers: aggression, throne, proximity
  • Concept: Fast, fragile, physically weak, winged opponent with very accurate magic wands that really do some damage!
  • Purpose in game: Major villain introducing magic wands and carrying plenty of potions
  • Optional features: Magic wands could increase in damage with an increase in sorcery skill
  • Optional features: Magic wands could be ranged weapons that work without ammunition instead of Malee
  • Discussion goes here:

Halflings

  • Also known by some as “hobbits”
  • Villain Type: Minor villain
  • Strength: Weak
  • Dexterity: Low
  • Speed: Slow
  • Unarmed damage: Low
  • Attack type: Ranged weapons (Slings or bows?)
  • Weight: 100
  • Size: Medium
  • Features: Humanoid, Archery 100%, carry bows and arrows
  • Level: Start at 4
  • Attack: Good at ranged damage
  • Defense: Average
  • Accuracy: Very good
  • Habitat/Settlement: Lots of small caves along a mountainside containing families of halflings with wooden chests
  • Possible attack triggers: Prisoner heads
  • Concept: Weak and easy to kill except that they are deadly with ranged attacks (Slings?)
  • Purpose in game: Minor villains with deadly ranged attack living in caves
  • Optional features: Slings are more in-theme than bows
  • Discussion: Discuss the idea here.

Hobgoblins

Basically goodly greenskins.

  • Villain Type: Minor villain
  • Stats as orcs.
  • Habitat/Settlement: Villages just as the allied greenskins, but hostile to keepers
  • Possible attack triggers: Having any greenskin minions, hobgoblins hate their evil cousins.
  • Concept: Basically goodly greenskins, because all greenskins being evil (and all humans or elves good) is weird.
  • Discussion:
    • Could also have trolls, who would be a counterpart to ogres. Trolls might have lower stats than ogres, but regeneration similar to werewolves. –Red kangaroo (/keeperrl_wiki/talk)

Bone Golem

  • Villain Type: Minor villain
  • Strength: 40
  • Dexterity: 35
  • Speed: 50
  • Unarmed damage: 40
  • Attack type: Unarmed
  • Weight: 2000
  • Size: Big
  • Features: Undead, Slowed, Can see in the dark, Resistant to ranged attacks, resistant to spells, resistant to poison, resistant to fire.
  • Level: 30
  • Attack: 40
  • Defence: 20
  • Accuracy: 40
  • Loot: Random scroll, a Large pile of bones from many different creatures and a random mushroom.
  • Habitat/Settlement: Lives in a small cave, alone.
  • Possible attack triggers: Amount of bones in your graveyard.
  • Concept: Slow but powerful creature, can be killed easily with a minion with high speeds, worth attacking for mana and bones, if you have a graveyard and want some skeletons in your dungeon.
  • Purpose in game: An optional opponent for interesting loot if you are a keeper, but not as an adventurer.
  • Optional features: His Limbs fight for him, if they get cut off.
  • Discussion:
  • Bonus: can be found in the sprite sheet. https://gyazo.com/3eab803e05400ef831508e44f5dd5136
  • https://www.oryxdesignlab.com/products/16-bit-fantasy-tileset

Other ideas of minor enemies

-Good for Minor Villains: (Satyr, Fauns, Triton, Elder, Tyrannosaur, Yeti)

Alternate allied races as enemies

Reskin/color Orcs, Goblins, Ogres, etc. Have them as small tribes scattered in all the maps. After all you are an invader so not all of them would want to serve you.

Mini villains

(Tiny\secondary) Examples from Alpha 21: Human farms, kobolds

Blacksmith

  • Villain Type: Tiny secondary villain (similar to kobold caves, which can appear on any map)
  • Strength: 25
  • Dexterity: 25
  • Speed: 100
  • Unarmed damage: 5
  • Attack type: Cut
  • Weight: 100
  • Size: Medium
  • Features: Humanoid, shopkeeper <– for adventurers
  • Level: 20
  • Attack: 30
  • Defense: 30
  • Accuracy: 30
  • Loot: 200-300 Gold
  • Habitat/Settlement: Lives in a smithy building with weapons.
  • Possible attack triggers: Won’t attack
  • Concept: Some maps have a smithy on them, some don’t
  • Purpose in game: Trading for adventurers, someone to loot for keepers
  • Optional features: Elves, dwarves and humans get better weapons when a smithy is on the same map.
  • References: http://steamcommunity.com/app/329970/discussions/3/152392786913323762/
  • Discussion: I think this can just be put in villages or castle like shopkeepers.

Elf blademaster(s)

  • Villain Type: Addition to elf settlements/just random lair
  • Size: Medium
  • Features: Humanoid
  • Attack: 35
  • Defence: 30
  • Loot: Sword, sometimes scroll
  • Habitat/Settlement: Lives in the stone tower
  • Possible attack triggers: demonic shrine
  • Concept: Frontline fighters for elves
  • Purpose in game: Making elves more serious threat
  • Optional features: Different skill levels for different skilled elves
  • Discussion: Discuss the idea here.

Dwarf crossbowman

  • Villain Type: Addition to dwarfs
  • Size: Medium
  • Features: Humanoid
  • Attack: 25
  • Defence: 30
  • Accuracy: 50
  • Loot: crossbow
  • Habitat/Settlement: Near dwarfs
  • Possible attack triggers: Like dwarfs
  • Concept: Ranged dwarf
  • Purpose in game: Making dwarfs more serious threat
  • Optional features: dwarven engineers, dwarven ballistas, dwarven boomsticks
  • Discussion: Discuss the idea here.

Dwarven Trapper

  • Villain Type: Local caves
  • Strength: 15
  • Dexterity: 15
  • Speed: 90
  • Unarmed damage: 15
  • Attack type: (Unarmed)
  • Weight: Medium
  • Size: Short
  • Features: Sets explosive charges when assaulting your fortress
  • Level: 15
  • Attack: 15
  • Defence: 15
  • Accuracy: 15
  • Loot: Unarmed traps/explosives
  • Habitat/Settlement: Dwarven caves
  • Possible attack triggers: As for most dwarves
  • Concept: Dwarves know how to make traps too
  • Purpose in game: Enemy that arms traps inside your dungeon.
  • Optional features: Explosive traps that are triggered by timers (not treading on them).
  • Optional features: Cave-ins.
  • Discussion:

Floating eye

  • Villain Type: Tiny villain (Secondary, joins maps of other villains)
  • Strength: 10
  • Dexterity: 5
  • Speed: 0 (Stationary)
  • Unarmed damage: 0
  • Attack type: Spell (Force bolt)
  • Weight: 10
  • Size: Small
  • Features: Single spell (force bolt). Knocks you back as you approach.
  • Level: 40 (The force bolt needs to do some serious damage, it doesn’t have any other natural defences).
  • Attack: 40
  • Defence: 40
  • Accuracy: 100%
  • Loot: Always floats above a treasure chest containing 50-150 gold.
  • Habitat/Settlement: Caves
  • Possible attack triggers: None
  • Concept: A villain that could be found almost anywhere and knocks you backwards with force bolts as you try to get the treasure it guards.
  • Purpose in game: Replace some of the (very common) bandits with other villains.
  • Optional features: Force bolt could be replaced with other combat spells. It could have more than one spell.
  • Discussion:
    • Maybe it could have Blast and Circular Blast spells, plus supercharged Sorcery so that it can cast them quite often? More a nuisance than a threat, basically. –Red kangaroo (/keeperrl_wiki/talk)

The Holy Warrior (humans)

  • Villain Type: Addition to major villain
  • Strength: 45
  • Dexterity: 33
  • Speed: 40
  • Unarmed damage: 25
  • Attack type: Blade
  • Weight: 200
  • Size: *100 (idk Human/knight sized .. maybe three points taller)
  • Features: A Single Powerful unit Bent on destroying all evil wherever it may fester.
  • Level: 50
  • Attack: 63
  • Defense: 78
  • Accuracy: 43
  • Loot: Holy Blade, Shining armor (when taken by the keeper it will transform into the Dark Blade and Shadow armor) 750g
  • Habitat/Settlement: The Castle/Human knights
  • Possible attack triggers: pretty much, be a complete bastard to his faction and he will come and say hello.
  • Concept: A great hero of the land, Employed by the knights to Smite evil wherever it may be. (The knights ultimate weapon against you)
  • Purpose in game: So you don’t get to thinking you are untouchable behind your massive hoard of minions, he will kill them all if he can.
  • Optional features: when this Hero is killed and the keeper takes these armaments for himself he will corrupt them into the Dark Blade and Shadow armor. The most powerful weapon/armor in the game.
  • Optional features: If you succeed in stealing the Knights gold reserves they won’t have enough gold to hire this great and powerful holy knight, for a good while anyways. if you have there gold they’re essentially doomed*.

Traits: Brave (doesn’t get fearful) Level headed (Doesn’t go mad-With Ghosts) Pretty much he doesn’t get effected by any negative effects except for poison. Of course cannot be take prisoner, he would rather die.

  • Discussion: yeah i know i kind of flung these stats all over the place, DEVS balance this guy so he’s really strong but killable. He needs to be a force to be reckoned with. a Boss character if you will.

The Valiant Archer (elves)

  • Villain Type: Addition to major villain
  • Strength: 35
  • Dexterity: 42
  • Speed: 55
  • Unarmed damage: 22
  • Attack type: Bow
  • Weight: 134
  • Size: *100 (idk elf sized)
  • Features: A Single Powerful unit that may assist the Great Holy Warrior in destroying all evil wherever it may fester.
  • Level: 45
  • Attack: 35
  • Defense: 78
  • Accuracy: 70
  • Loot: The Grand Bow Feather light armor 235g
  • Habitat/Settlement: the Elves village
  • Possible attack triggers: pretty much, be a complete bastard to his faction and he will come and say greetings with a hail of arrows.
  • Concept: A great hero of the land, Employed by the elves to Smite evil wherever it may be. (The elves ultimate weapon against you)
  • Purpose in game: So you don’t get to thinking you are untouchable behind your massive hoard of minions, he will kill them all if he can.
  • Optional features: when this Hero is killed and the keeper takes these armaments for himself or his minions he will corrupt them into the The Blood Bow and Shadow light armor. The second most powerful weapon/armor in the game.
  • Optional features: If you succeed in stealing the elves Gold reserves and magic book they won’t have enough gold to hire this great and powerful Bowman, for a good while anyways. if you have there gold and Spellbook they’re essentially doomed*.
  • Traits: Brave (doesn’t get fearful) Calm mind (Doesn’t go mad-With Ghosts) Sharp eyes (Spots and disarms traps–Traps are useless against this hero) Pretty much he doesn’t get effected by any negative effects except for poison. Of course cannot be take prisoner, he would rather die.

Warriors Wizzard

Warriors have a magically inclined chief. he has offered himself to be the defender of his people for “the mighty three”

Villain Type: Addition to major villain

  • Strength: 30
  • Dexterity: 44
  • Speed: 55
  • Unarmed damage: 35
  • Attack type: magic
  • Weight: 125
  • Size: *100 (idk Knight sized)
  • Features: A Single Powerful unit that may assist the Great Holy Warrior and archer in destroying all evil wherever it may fester.
  • Level: 40
  • Attack: 30
  • Defense: 50
  • Accuracy: 100
  • Loot: Magi Robes, Ancient Staff 313g
  • Habitat/Settlement: the Warriors village
  • Possible attack triggers: if its required and the other Tribes require of his might he will join the mighty three to attack you.
  • Concept: A great hero of the land, The chief of the Warriors if provoked will Smite the evil wherever it may be. (The Warriors ultimate Defense againced you)
  • Purpose in game: So you don’t get to thinking you are untouchable behind your massive hoard of minions, he will BURN/Zap/freeze them all if he can.
  • Optional features: when this Hero is killed and the keeper takes these armaments for himself or his minions he will corrupt them into the Corrupted Staff and the Shade robes best used for magic users. The third most powerful weapon/armor in the game.

Optional features: If you succeed in stealing the warriors Gold reserves they will still be able to attack you because you offended the Chief of the village and they will want revenge. Traits: Brave (doesn’t get fearful) Calm mind (Doesn’t go mad-With Ghosts) Intelligent (receives half damage from Traps and magic spells)

Dwarven Siege Engine

  • Villain Type: Dwarfen Unit
  • Strength: 80
  • Dexterity: 5
  • Speed: 20
  • Unarmed damage: 10
  • Attack type: Crushing
  • Weight: 2000
  • Size: Big?
  • Features: A Single Powerful unit Bent on destroying all evil wherever it may fester.
  • Level: 20
  • Concept: A steamroller unit that gains a great defensive bonus from attacks that originate in the direction opposite to which it last moved (but is otherwise reasonably vulnerable). Such a unit would be effective in sieging a player who relies on single-tile tunnels to defend his base from attacks. It can only attack when it moves. Basically it’s like a mobile boulder.

Ideas for further development

-Good for Mini Villains: (Merman, Hobgoblin)

MainPage»Idea

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