In this game, the human settlements range from small cottages to large castles, each with their own distinct architectural features, inhabitants, and levels of defense.
A village, may be a classic example of a wooden human settlement, with buildings made primarily of wood and occasionally a shop that specializes in armory. The inhabitants are typically human tribe loyalists, led by a knight who is responsible for overseeing the defense of the village. Knights and archers protect the peasants, children, donkeys, horses, cows, and pigs that inhabit the village, and larger villages even have names.
Lone human cottages are another type of settlement that can be found scattered throughout the maps. These cottages are typically inhabited by peasants, children, and various animals, including horses, donkeys, cows, pigs, and goats. They are often surrounded by crops, and occasionally have a guardian witchman. Some buildings may even have cellars, which can serve as storage areas for food or other supplies.
Eskimo cottages, on the other hand, are located in snowy locations and are inhabited by Eskimos and Eskimo children. Unlike other settlements, they have no crops and may occasionally have a snowman. Similarly, nomad cottages are located in deserts and are made with sandstone walls. They are typically inhabited by nomads, goats, camels, and nomad children, and do not grow crops.
Blacksmiths and artisan legends are also present in the game, and are typically located in town settings with a forge. They may have cellars and are defended by knights and archers. Lone guard posts, which are also defended by knights and archers, are located on the maps and typically have cows, donkeys, and dogs. They may even have a second floor above some stairs.
Warriors are another type of settlement, typically inhabiting a castle-like location with wooden structures and led by a shaman. They are located in a town setting and may have a gold treasure chest stockpile. They can trigger when a throne is built and may attack the player’s keeper, though they may accept ransoms.
Knights live in castles, led by a duke and defended by knights, archers, and priests. Peasants, children, donkeys, cows, and pigs are often in the area, and shops may be present. They may also attack the player if they build a throne or display impaled heads. Teutons are another type of castle-dweller, with brick structures and human tribe loyalists led by a teuton boss. They are defended by teutons and friars and typically have a gold treasure chest stockpile.
Elementalists are unique settlements, living in brick towers and having human tribe loyalties. The elementalist is the leader and is typically surrounded by their elementals. They can attack and tend to stand at a distance while their servants do the fighting.
Bandits, on the other hand, are usually cave dwellers led by a bandit leader and with their own bandit tribe loyalties. They may ambush players, get greedy for gold, attack to steal gold, and demand ransoms. Desert thieves are another type of settlement, living in sandstone-walled castles in the desert biome with a leader and fighters including thieves and a unique sorcerer. They ride camels and can ambush players if triggered by anger at a throne or an impaled head, and will attack to kill enemy leaders. They stockpile gold in treasure chests, have furniture, and mount beasts. Immigrants are mostly other thieves who can fight. There is sometimes a Djinn residing a the sandstone maze below.
The goblin settlements can offer a range of challenges and rewards for players to explore. The settlements range from small cottages to large towns and dungeons, each with their own unique features and inhabitants. Goblin cottages are often found in areas that were previously inhabited by elves, and larger goblin groups may be led by trolls with bandit tribe loyalties. These groups may have extra melee, spell, and archery training and may ambush unsuspecting players when they counter-attack.
Goblin settlements are can be similar to human settlements, but with their own unique twist. Players may also encounter goblin caves that are populated by goblin warriors with tribe loyalties to greenskins. These caves often contain furniture and may receive immigration of goblin warriors with fighter traits. A network of goblin caves can exist underground, creating a string of Goblin Caves with multiple levels that become increasingly challenging as players progress deeper into the caves. These networks can be led by a troll, adding an extra layer of difficulty to exploring these locations.
The largest goblin settlements can be led by the goblin king, who rules over a population of goblin warriors, guards, wizards, archers, priests, and kaboomers, as well as a troll. These larger locations are typically well-equipped, containing furniture and other items that players can loot. The inhabitants of these settlements may ambush players when they get greedy for gold, attacking to steal the player’s gold and demanding ransoms. These locations receive immigration from other greenskins over time and may be built on displaced dwarven villages.
Dwarf settlements in the game also have some variety. Dwarf Vaults are found in z-level locations below the player’s base and are populated by dwarves with tribe loyalties to other dwarves. Other Dwarf Caves can be mine town dungeons inhabited by dwarves led by a dwarf leader who stockpiles minerals and builds mines in places surrounded by natural resources. Deeper down into the z-levels, players will encounter dwarf fighters with increasing skill in melee combat.
The dwarves are triggered to attack when provoked or stolen from. However, players can often call off the attack by offering ransoms to the dwarves. The most grand dwarven location is the huge minetown dungeon, led by a dwarf baron and featuring furniture, stockpiles, chests, and a shop. These locations can be challenging to navigate but offer players significant rewards for their efforts.
Various z-levels include rat caves and bat z-levels, vaults occupied by the respective monster types. The rat caves can be home to rat fighters, led by a rat king. Lava Z-levels can be ruled by a red dragon leader using fire elementals as fighters. A Z-level zombie castle, is infested by swarmer zombies. It can be a challenging location to conquer due to the zombie hordes. Black dragons can exist in a castle with a layout similar to dwarves, but with a black dragon occuptant that has suplanted them. Balrog z-levels are castle-like with a balrog leader and loyalties to other monsters. It is populated by trolls, goblin warriors, and goblin archers being dangerous to explore. Krakens z-levels can be dangerous due to the powerful kraken monster present. Some z-levels are plain empty.
The common elves in the game are represented by elven cottages located in forest biomes, which are made of wood and populated by elf tribe loyalists. A huge elf settlement can be led by an elf lord. The cottages are furnished, and the inhabits include deadly archers, non-fighter elf children, and animals.
There are also dark elf locations, including the Dark Elf Caves, which are mine town dungeons that house dark elves led by warriors. The dark elves are triggered to attack when provoked or stolen from by your outlaws, and they stockpile minerals but can sometimes accept ransoms for temporary peace. The fighters in these location are warriors who improve their melee combat skills as you move deeper underground.
More powerful dark elven allies and enemies are located in minetown dungeons, which are usually given a friendly name at the bottom of a few z-levels with dungeon furniture. They include recruitable dark elf warriors, a dark elf lord, dark elf children, and have pet rats. They have an immigration system to accept new elves into the tribe. The entrance can be a little difficult to discover and may not be marked on the map.
The gnomes are located in a minetown dungeon and their tribe is loyal to itself but peaceful to many. Their leader is a gnome chief and the inhabitants consist of gnomes that can sometimes fight but never choose to invade. The gnomes tend to have a level connection to some layers of dungeons. The settlement at the bottom will be a mine town and is usually given a name for a town far underground. Their shops have useful equipment.
Lizardman tribes come in different sizes. Lizardmen live in forest cottages, which can surplant elven cottages. Primarily fighters and loyal to their kind, mixing only with other lizardmen. The smaller lizardman tribes may live in a mud cottages in village-like surroundings. The large lizardmen tribes are located in desert biomes and live in big mud villages led by a lizard lord. The location usually has a town name and has good mushrooms for sale in their shops. However, they generally refuse to trade with outsiders. They have furniture and village surroundings. Both small and large tribes may counter-attack with an ambush and are triggered by impaled heads. They hate expanding keepers and their powers. They get angry when attacked and when a keeper is weak, or are stolen from or aggravated by outlaws in the player’s faction. They attack enemy leaders and sometimes are seen having taken over a village of elves. New immigrant arrivals who fight are relatively common.
In the game, various animals and lone monsters exist as part of the ecosystem, providing different challenges for players. Animal dens, such as Wolf Dens, Bat Caves, and Cave Bear Dens, are mostly found in the mountains and may be inhabited by feral children or have bandit tribe loyalties. Ants, on the other hand, come in different shapes and sizes and their nests can range from small and closed off to dungeon locations led by an ant queen and populated by ant workers and soldiers. Black Rats tend not to fight with ants but they do fight and often carry plagues. They can also be found built on the bones of other settlements and be surrounded by natural ores.
Some monsters live in isolation and can take over other settlements, such as the Giant Spider Caves or the Cyclops Cave, which are inhabited by hostile creatures that attack players. The Yeti location and the Hydra Swamps are other examples of lone monsters that require players to be well-prepared for combat. The Minotaur location is a challenging maze-like system that is populated by a fearsome minotaur but offers rewards for players who explore it.
The Red, Black, and Green Dragon caves are extremely dangerous locations inhabited by powerful dragons that pose a significant threat to anyone who enters or tries to steal from them, while Yellow dragons are found exclusively in dungeons. White dragon lairs are found in cave glaciers that resemble a dungeon. They have similarities to other dragon locations but within snow biomes. The inhabitants include a white dragon leader and white naga fighters. The location is connected to the white dragon entry on the top level with lower levels below.
The game features a diverse array of tribes and factions, each with their own unique loyalties and behaviors. One such tribe is the Adamantium Golems, a group of tough but brainless fighters who pose a significant mining hazard. These golems are often found in isolated areas, surrounded by valuable resources such as adamantium ore. The Cemetery locations, on the other hand, are populated by zombies and have a random layout marked by an entrance with graves. Harpy Caves are another interesting location, with a tribe that has greenskin loyalties sometimes offering recruits. Vampire Vaults also provide recruitment opportunities to players.
Another notable tribe in the game is the Unicorn Herd, led by a unicorn leader and populated by unicorns. This tribe is nestled within a forest biome and allows new unicorns to immigrate into their herd. In contrast, Darkshrine is a castle-like location that serves as the domain of the demon race. Led by the demon lord, this tribe is populated by skilled fighters and can demand ransoms from players. Other demons can immigrate into the den, and they are easily triggered by demon shrines. The Ent Woods and Dryad Woods are also intriguing locations, filled with roaming forest spirits but that are very different from each other.
The game also features unique tribes like the Rat People, who are fiercely loyal to the Rat King and can attack when triggered by anger. Wizard Towers are another notable location, often located in forest biomes and with a tribe loyal to bandits but powerful Dark Mages, meanwhile, can be found in Minetown Dungeons and have a tribe loyal to Dark Elves. This tribe is led by a Keeper Mage and includes fighters like goblins, trolls, priests, wizards, vampires, and special creatures such as a legendary human and harpies. They too stockpile gold and minerals and have furniture. Players must explore the weaknesses of these various tribes to succeed in the game.
Some locations in the game are not inhabited by creatures or tribes, but still offer unique features. For example, players may come across groups of corpses scattered throughout the woods, still equipped with swords and potions that can be looted. Ancient ruins can exist where players may encounter ghosts that only appear at night. In addition, the Sokoban Puzzles are located in an island vault dungeon, offering a challenging puzzle-solving experience for players who enjoy brain teasers. These puzzles require players to navigate a series of holes and boulders through a small cave to gain a reward. Finally, the game includes Holy Temples and Evil Temples, which are temple locations with altars that you can vandalise for profit.
However, to win the game, you must defeat Adoxie the dark god. The statue of Adoxie’s Feet can been found in the base map. Below is a devil in a cave with stockpiles of gold and treasure chests. There is a pamplet that gives a clue to the nature of the final dungeon.
The final dungeon is a significant end game location that features an Adoxie temple with a leading Adoxie priest, abomination fighters, and spider food (tied up victims). The dungeon has different levels with varying enemies, including the main enemy in Adoxie’s temple. Shallow dungeons are random, unmarked locations with a variety of furniture and items such as dungeon goods. Inhabitants include bandits, cyclopes, witches, golems of various types, elementals, gnomes, dwarves, and various small animals like bats, snakes, spiders, flies, and rats. Deeper dungeon levels typically contain stronger monsters than shallow dungeons, including green dragons and various types of golems and elementals. They may contain unique monsters like shapeshifters and are often very dangerous. The Deepest Dungeons are the most dangerous of all, containing powerful monsters like red and yellow dragons, and special furnishings like bleeding totems.
The Black Market (located in a hidden location) is essentially a market for illicit goods and contains a variety of items like amulets, scrolls, potions, and materials. The black market has guards to protect its wares and may be triggered to attack if stolen from. The entry to the black market is a secret.
Death’s lair is a location containing the spirit of death, with loyalties to other monsters. Past death, if you find a way, hell is a hidden location with devil and spirit fighters, loyal to each other, along with their hell furniture. It is a deep end game location where Satan, not marked on the map, is the leader of hell ruling his devil fighter inhabitants. Some players claim to have travelled all the way through hell to a strange outback the other side.
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