Files
Richard ZinkandClaude Opus 5.5 b3583f5e7e README as a small game website in Crookfinger's voice; INSTALL.md, BESTIARY.md, playable standalone file
- README: logo, badges (Rust, WebAssembly, Claude Code, MIT), intro addressed to the master, features with screenshots, the household, how to play, licences and credits
- INSTALL.md: server, PWA, building, tests, savegame service and API, languages, how to refresh generated files
- BESTIARY.md generated from the game's data (tools/make_bestiary.py) with exported sprites and icons (docs/img, test export_doc_images)
- play/DungeonCraft.html: the whole game in one file to download and play offline

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:46:37 +01:00

27 KiB

Crookfinger's Bestiary

The bestiary in the game

Ah, master, you want to know who lives in your dungeon? Sit down. Mind the bones. I have written everything down - lovingly about our own, and with a peg on my nose about the others. - Crookfinger, imp, advisor, keeper of the tea

Every creature gains experience by fighting, training, studying and sparring. With every level it grows tougher (+15% health, +12% attack per level), its badge changes (bronze chevrons, silver bars, golden stars) and its gear grows (shoulder pieces, helmet, cape, golden armour with a crown and a halo). Its attacks look bigger, too.

Your creatures

Pit Imp

Pit Imp, level 1 Pit Imp, level 5 Pit Imp, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
45 3 every 1.0 s (3/s) close combat 3.2 tiles/s 0 gold

Comes for: the dungeon itself; the summon spell brings more
Loves: Treasury
From level 3: Old hand - digs a quarter faster.

My little cousins. They dig, they claim, they carry gold, they repair towers and they never complain - well, they complain, but in a language nobody understands.

Up to five imps help each other with one task. Treat them well: without imps there is no dungeon.

Kobold

Kobold, level 1 Kobold, level 5 Kobold, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
75 8 every 0.9 s (9/s) close combat 2.6 tiles/s 40 gold

Comes for: any lair: always the first through the portal
Loves: Training Hall
Cannot stand: Shadow Mage
From level 5: Dash - leaps at enemies a few tiles away with a heavy blow.

Small, scaly, sharp-toothed and endlessly enthusiastic. A kobold will fight anything, including things ten times its size, and lose with a happy face.

Cheap to keep, quick on its feet. I keep a jar of their shed scales on my shelf.

Cave Spider

Cave Spider, level 1 Cave Spider, level 5 Cave Spider, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
95 10 every 1.0 s (10/s) close combat 2.9 tiles/s 60 gold

Comes for: a mushroom garden of 6+ tiles
Loves: Mushroom Garden
Cannot stand: Giant Bat
From level 4: Web - its bites often leave enemies stuck and slow.

Eight legs, eight eyes and a heart of pure velvet. Cave spiders love the damp warmth of a mushroom garden and the crunchy sound of armour.

Quick and tough. Do not let the knights see them first: knights scream in a very high voice.

Shadow Mage

Shadow Mage, level 1 Shadow Mage, level 5 Shadow Mage, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
60 13 every 1.4 s (9/s) 4.5 tiles 2.0 tiles/s 110 gold

Comes for: a library of 6+ tiles
Loves: Library
Cannot stand: Kobold, Stone Ogre
From level 6: Shadow step - badly hurt in a fight, it vanishes back to its bed.

Shadow mages read everything, forget nothing and hurl dark bolts from a safe distance. They are polite, quiet and slightly terrifying.

Fragile, so keep them behind the ogres. They pay you back in burnt paladins.

Stone Ogre

Stone Ogre, level 1 Stone Ogre, level 5 Stone Ogre, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
230 20 every 1.4 s (14/s) close combat 1.8 tiles/s 150 gold

Comes for: a training hall of 9+ tiles
Loves: Training Hall
Cannot stand: Shadow Mage, Cogling
From level 4: Stomp - shakes the ground: enemies around it are hurt and stunned.

A stone ogre is a wall that walks and hugs. Mostly it hugs enemies, and they do not get up again.

Slow, stubborn and wonderfully sturdy. Feed it well, pay it on time and it will stand in front of your core until the end of the world.

Jailer

Jailer, level 1 Jailer, level 5 Jailer, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
260 16 every 1.3 s (12/s) close combat 1.6 tiles/s 140 gold

Comes for: a torture chamber of 6+ tiles
Loves: Torture Chamber
Cannot stand: Flame Priestess
From level 7: Shackle - its blows sometimes chain enemies in place.

The jailer pulls enemies close with his chain and has a gift for persuasion: prisoners he looks after change sides much more often.

Big, quiet, hums while he works. Children love him. Well, ours do.

Flame Priestess

Flame Priestess, level 1 Flame Priestess, level 5 Flame Priestess, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
70 14 every 1.6 s (9/s) 5.0 tiles 2.0 tiles/s 120 gold

Comes for: a temple of 6+ tiles
Loves: Temple
Cannot stand: Jailer
From level 5: Healing pulse - heals all hurt creatures around her at once.

The flame priestess throws fireballs that splash onto everyone around the target, and she heals the soul core with her prayers.

She sleeps on glowing embers and smells of cinnamon. Do not ask her about the knights who burned her temple. Just let her work.

Chainbreaker

Chainbreaker, level 1 Chainbreaker, level 5 Chainbreaker, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
600 36 every 1.1 s (33/s) close combat 2.3 tiles/s 400 gold

Comes for: a big dungeon: 40+ room tiles, a Lv 5 veteran and 4000 gold
Loves: Training Hall
From level 6: Whirlwind - spins its axes through every enemy around it.

A legend. Twin axes, broken chains, and a temper that has flattened whole fortresses. Only one at a time, and only for a master who is worth it.

Every swing also hits a second enemy. He gets restless when the dungeon is small - give him space and enemies, and he is yours.

Cogling

Cogling, level 1 Cogling, level 5 Cogling, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
90 9 every 0.9 s (10/s) close combat 2.4 tiles/s 70 gold

Comes for: a forge of 6+ tiles
Loves: Forge
Cannot stand: Stone Ogre
From level 4: Bomb - throws a home-made bomb that explodes among the enemies.

A cogling is soot, brass goggles and pure enthusiasm. It builds traps two and a half times as fast as anyone else and hums while it hammers.

It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them.

Revenant

Revenant, level 1 Revenant, level 5 Revenant, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
160 14 every 1.2 s (12/s) close combat 1.9 tiles/s 30 gold

Comes for: rises from the graveyard
Loves: Graveyard
Cannot stand: Flame Priestess
From level 5: Life drain - heals itself by a third of the damage it deals.

A revenant does not eat, does not sleep and does not complain - the perfect employee, if you can stand the smell.

It drinks the strength of those it strikes once it has some experience. The priestess and it do not get along, for obvious reasons.

Giant Bat

Giant Bat, level 1 Giant Bat, level 5 Giant Bat, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
55 6 every 0.7 s (9/s) close combat 3.6 tiles/s 30 gold

Comes for: an aerie of 4+ tiles
Loves: Aerie
Cannot stand: Cave Spider
From level 5: Shriek - a piercing cry that stuns enemies nearby.

Giant bats! Fast, cheeky, and they fly over water and lava. They patrol the edges of your realm and dive at lonely enemies.

Weak alone, a plague in swarms. They flee when badly hurt and come back once they have rested.

Chain Gargoyle

Chain Gargoyle, level 1 Chain Gargoyle, level 5 Chain Gargoyle, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
260 15 every 1.2 s (12/s) close combat 2.2 tiles/s 120 gold

Comes for: an aerie of 6+ tiles and a torture chamber of 4+
Loves: Torture Chamber
Cannot stand: Arcane Owl
From level 5: Stone form - badly hurt, it turns to stone and takes half damage for a while.

A chain gargoyle is carved stone with bad manners and a soft spot for dungeons with a proper torture chamber.

Tough as a castle wall, flies over rivers and does not mind arrows at all. It sits very still in the aerie - that is how it relaxes.

Arcane Owl

Arcane Owl, level 1 Arcane Owl, level 5 Arcane Owl, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
70 12 every 1.3 s (9/s) 4.5 tiles 2.8 tiles/s 100 gold

Comes for: an aerie of 6+ tiles and a library of 6+
Loves: Library
Cannot stand: Chain Gargoyle
From level 5: Volley - every bolt is followed by a second one at another enemy.

The arcane owl has read every book in your library twice and now shoots glowing bolts at heroes from the air.

Clever, fragile and terribly judgemental. It hoots when you build crooked rooms.

Ember Wyrm

Ember Wyrm, level 1 Ember Wyrm, level 5 Ember Wyrm, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Wage
650 30 every 1.4 s (21/s) 3.0 tiles 2.5 tiles/s 380 gold

Comes for: an aerie of 16+ tiles and a treasury of 16+ (only one)
Loves: Treasury
Cannot stand: Giant Bat
From level 7: Inferno - its fire breath spreads much wider.

An ember wyrm. In your dungeon. Breathing fire on knights. Master, I may cry.

Very rare, very strong, burns everything around its target. It wants a huge aerie and a rich treasury, and it will not share the sky with another wyrm.

The humans

Hold your nose, master. Here come the heroes.

Knight

Knight, level 1 Knight, level 5 Knight, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
140 11 every 1.1 s (10/s) close combat 1.9 tiles/s 120 gold

The backbone of the Order: polished, punctual and utterly devoid of imagination. Knights march in circles, sing about the sun and smell of boot wax.

They hit hard and hold the line. Disgusting. Capture them if you can - some of them can be persuaded in the torture chamber.

Archer

Archer, level 1 Archer, level 5 Archer, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
75 9 every 1.3 s (7/s) 4.5 tiles 2.1 tiles/s 100 gold

Archers stand far away, shoot from behind walls and call it bravery. They wear little green hats. Little green hats, master.

Weak up close. Send the bats, they hate it.

Priest

Priest, level 1 Priest, level 5 Priest, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
80 5 every 1.5 s (3/s) 3.5 tiles 1.9 tiles/s 120 gold

Priests heal other heroes from afar and pray loudly enough to curdle milk. Every one of them has a sermon about us, and none of them is short.

Kill them first, or the fight never ends.

Dwarf Miner

Dwarf Miner, level 1 Dwarf Miner, level 5 Dwarf Miner, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
110 9 every 1.0 s (9/s) close combat 2.0 tiles/s 100 gold

The dwarf miners of the Order dig their way through earth three times as fast as anyone else, straight towards your treasury. They have no respect for walls - your walls in particular.

Reinforce your walls. Steel walls make them weep.

Fairy Spy

Fairy Spy, level 1 Fairy Spy, level 5 Fairy Spy, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
70 5 every 1.2 s (4/s) 3.5 tiles 3.2 tiles/s 150 gold

The Order's little informer: a glowing gnat with wings, sent ahead to find your traps and tell everybody. Once it has seen a trap, the heroes smash it.

It also sprinkles healing dust on the heroes. Swat it first. Twice, to be sure.

Battle Mage

Battle Mage, level 1 Battle Mage, level 5 Battle Mage, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
120 18 every 1.8 s (10/s) 5.0 tiles 1.8 tiles/s 250 gold

A mage in the Order's robes who thinks walls are a personal insult. Reinforced walls burst under his fireballs, and he never stops talking about it.

Fragile up close. Steel walls annoy him most - good.

Giant

Giant, level 1 Giant, level 5 Giant, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
900 34 every 1.6 s (21/s) close combat 1.3 tiles/s 600 gold

A giant is what happens when a knight eats his vegetables for three hundred years. Slow, enormous, and it treats doors as a suggestion.

It wrecks traps simply by standing next to them. Revolting manners. Hit it with everything, preferably from afar.

Paladin of Light

Paladin of Light, level 1 Paladin of Light, level 5 Paladin of Light, level 10

Level 1, 5 and 10 - the gear grows with the rank.

Health Attack Range Speed Bounty
700 26 every 1.2 s (22/s) close combat 1.7 tiles/s 1000 gold

Paladins of light: glowing, enormous and absolutely convinced of themselves. They are the Order's heroes and have the bounty to prove it.

Tough as an ogre, twice as smug. Bring everything you have, and maybe a bucket for the glare.

The neutrals

Cave dwarf

cave dwarf

Not all dwarves serve the Order. The cave dwarves keep to themselves in caves full of gold and gems and want nothing but to be left alone.

They fight whoever comes close and never leave their cave. The more your army grows, the tougher they get - they have heard of you. Some of their chests hold the plans of the rune forge tower.

Rooms of the dungeon

Room
Treasury Stores gold: +500 capacity per tile. *Where the gold sleeps. The richer the treasury, the happier everyone is. Imps bring their loads to the nearest treasury, and payday is paid from here.
Lair One bed per tile. Determines how many creatures come. Every creature wants its own bed, and only arrives when one is free. A big lair also brings new creatures faster.
Mushroom Garden Food for creatures. With 6 tiles or more, cave spiders come. Mushrooms! Juicy, pale, slightly glowing. Hungry creatures are grumpy creatures, and spiders love a big garden.
Training Hall Creatures gain levels (costs gold). With 9 tiles or more, stone ogres come. Creatures train here and gain levels. Training is billed on payday. Ogres come for a big hall.
Library Creatures generate mana. With 6 tiles or more, shadow mages come. Research, quiet reading and the occasional explosion. Mages and owls come for a library.
Torture Chamber Holds one prisoner per 2 tiles. Defeated heroes are carried here and tortured until they die or defect. From 6 tiles on, Jailers come. Captured heroes end up here. With time and a jailer, some of them change sides. Gargoyles feel at home with one.
Prison Captured heroes sit in cells here - apart from the torture chamber. Without torture they do not change sides, and hunger wears them down. Pick a prisoner up with the hand to move it to the torture chamber. Rows of cells. Heroes rot here quietly until somebody decides what to do with them.
Temple Creatures pray here: more mana than studying, and it lifts their mood. From 6 tiles on, Flame Priestesses come. Prayers heal the soul core and keep spirits high. The flame priestess comes for a temple.
Aerie Perches and nests for flying creatures. 4+ tiles attract giant bats; with a torture chamber chain gargoyles, with a library arcane owls; a big aerie (16+) and treasury (16+) may lure an ember wyrm. Flyers cross water and lava. Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here.
Forge Creatures manufacture traps and doors here - work, no gold. Finished pieces wait in crates until an imp installs them. Coglings come for a forge of 6+ tiles. The clang of hammers, the smell of hot iron. Every trap and door is made here first - the more creatures work, the faster.
Graveyard The fallen - heroes and creatures - are buried here. After a while some of them rise as revenants and serve you. Moss, stones and fresh earth. Nobody stays dead for long down here.
Guard Post Creatures hold the position here for a while and watch far: they attack every enemy that comes into view. A brazier, a banner and a bored creature with sharp eyes.
Arena Creatures spar in pairs: twice as much experience as training and free of charge, but they get bruised. Sand, sweat and the occasional tooth. Experience comes fast here.
Sacrifice Altar Drop a creature on the altar to sacrifice it. Certain pairs of sacrifices bring a rare creature, otherwise the dungeon is blessed: better mood and mana. Black marble that drinks. Some say it listens to pairs. Ogre and spider, mage and bat, jailer and priestess, kobold and cogling...

Towers, traps and doors

Arrow Tower Cheap and fast. Arrows pierce up to two more heroes behind the target. Click your tower with this tool to upgrade it. The arrow pierces up to two more enemies behind the target. Cheap and reliable.
Cannon Tower Slow, long range, splash damage that knocks heroes back. Cannot hit targets right next to it. Splash damage and knockback - push the knights into the lava.
Magic Tower Uses mana per shot. Never misses, slows the target and jumps to a second hero. Never misses, slows the target and jumps on to a second enemy. Uses mana.
Rune Forge Tower Plans from a dwarven chest: built for free, one tower per chest. Huge range, rune bolts jump on to three more enemies. Sell it and the base tower comes back once, in the next mission. The masterpiece of the cave dwarves: rune bolts that jump on to three more enemies, enormous range and walls of granite. One free build per chest; sell it and it comes back once.
Spike Pit Spikes shoot up when an enemy steps on it. Strikes again and again. Simple, honest, reusable. Knights hate it when the floor bites back.
Poison Vent Releases a cloud of poison that hurts every enemy inside for a while. A puff of green and a lot of coughing. Best in narrow corridors.
Fire Jet A demon head spits a jet of fire at enemies up to three tiles away. A demon head with a temper. Put it where the heroes queue.
Stone Roller Sends a boulder rolling down the corridor: hits hard and knocks enemies aside. A boulder and a long corridor - physics does the rest.
Alarm Bell Rings when enemies come near: your creatures nearby rush to fight them. Not dangerous itself, but it calls everybody who is.
Rune Mine Explodes once with great force when an enemy steps close. One step too many and the corridor gets redecorated.
Frost Glow An ice crystal: enemies around it are slowed and chilled, always. Cold makes heroes slow, and slow heroes make easy targets.
Wooden Door Your creatures walk through, enemies have to smash it. Click a door again to lock it. Keeps the draught and the knights out - for a while.
Iron Door A heavy door that takes a long time to break. Click a door again to lock it. Heavy, riveted, stubborn. Bring a battering ram, heroes.
Magic Door The strongest door: it hurls back whoever beats on it. Click a door again to lock it. Strike it and it strikes back. Locked, it is the end of every corridor.

Spells

Spell Mana
Lightning 50 55 damage to heroes in the area.
Heal 60 Heals your units in the area by 50%.
Summon Pit Imp 80+ Creates a new Pit Imp on your own territory.
Seer's Eye 40 Opens a magic eye: a wide area around the spot is revealed for 20 seconds.
Cave-in 70 The ceiling comes down: open floor turns back into earth (3x3), whoever stands there is hurt and pushed out. Blocks corridors.
Haste 30 Your creatures around the spot move and act much faster for 30 seconds.
Stoneskin 40 Your creatures around the spot take only half damage for 30 seconds.
Gold Rain 100 Turns mana into 250 gold for your treasury.
Invisibility 50 One creature becomes invisible for 25 seconds: enemies and towers ignore it until it attacks.
Plague 80 A sickness that eats at the enemies around the spot and jumps from one to the next.
Quake 90 The ground shakes: enemies around the spot are hurt and stunned for two seconds. Your creatures keep their footing.

This page is written from the game's own data: python3 tools/make_bestiary.py.