Dungeon Room
Appears in Dungeon Keeper, Dungeon Keeper 2
Icon Library icon tinyLibrary Icon MediumLibrary2 Icon Medium
Attracts Warlock (DK1, DK2)
Health per Tile 320 (DK1)
10000 (DK2)
Turns to Research 1000 (DK1)
Zoom-to Key L (DK1)

Dungeon KeeperEdit

The Library is a research room, similar to the Workshop, that attracts Warlocks, who enjoy researching in it. Other creatures can also be placed in the library to research. Warlocks at level 2 and over will shoot fireballs at creatures that run through, most of the time Imps. When something has been researched, the researchers will cheer to the accompaniment of magical fireworks. When your library is being destroyed by Heroes, some spells will disappear and will have to be researched again. Room advances are permanent. You can see the progress or a researched spell by clicking on the “?” Icon on the far left of your on screen menu.

Research PathEdit

The table below lists your dungeon assets in the order they can be researched. Most campaign and skirmish levels have the basics (the first eight topics on the list) already researched. Campaign levels also have some items disabled entirely.

Research Path
Spell Points Room Points
Hand of Evil 1
Possess Creature 1
Slap 1
Create Imp 1000 Treasure Room 1000
Hatchery 1000
Lair 1000
Library 1000
Training Room 1000
Sight of Evil 3800 Bridge 4600
Speed Monster 5700
Must Obey 6000 Guard Post 6700
Call to Arms 7400 Workshop 9000
Conceal Monster 9400 Barracks 12000
Hold Audience 11000 Prison 20000
Cave-In 25000 Torture Chamber 20000
Heal Creature 14000 Temple 25000
Lightning Strike 15000 Graveyard 25000
Protect Monster 15000 Scavenger Room 27500
Chicken 20000
Disease 20000
Armageddon 100000
Destroy Walls 750000


Some creatures are natural researchers, with powerful intellects and/or otherworldly knowledge, and some aren't. Research is particularly serious business for Wizards and Warlocks; when they have obtained a ranged spell (Warlocks at experience level 2 and Wizards from the very start), they will attack "unworthy researchers" hanging around inside the library— any creature for whom Library work is not a primary or secondary job— and get annoyed.

Research Speed
0 1 2 3 4 5
Imp-icon Horned-reaper-icon Demon-spawn-icon Vampire-icon Warlock-icon
Orc-icon Skeleton-icon Dark-mistress-icon Dragon-icon
Fly-icon Ghost-icon
0 1 2 3 4 5
Barbarian-icon Mountain-dwarf-icon Archer-icon Monk-icon Fairy-icon Wizard-icon
Tunneler-icon Knight-icon Samurai-icon Priestess-icon
Giant-icon Thief-icon Avatar-icon
Primary Job
Secondary Job
Refuses to do Job


To research spells faster, build more library space, and add more creatures into the library. Warlocks and the more expensive Dragon will often enter the dungeon and begin researching as soon as the basic rooms are up. Acquiring other sorts of creatures for the task usually requires a great deal of effort and preexisting research.

For much of the original campaign, a level 10 Vampire can be Transferred. On some levels it is possible to transfer a trained-up level 10 Wizard— with his combination of high research value and killing power, he can be as formidable overall as the Vampire, and he works for one-sixth the payday (apparently the joy of blazing through your research topics and perforating enemies pays for itself).

Dungeon Keeper 2Edit

The Library is the research room, where new spells are discovered and old ones are upgraded. Warlocks are attracted by the Library at the rate of one per book case/shelf/podium. During the campaign, when a new spell becomes available, it must first be researched, afterward the spell will be available at the start of each new level. At the beginning of a new level, all your known spells start at grade 1 and can be researched to grade 2. All available spells must be researched, before spell upgrading may commence.

In skirmish mode and multiplayer, library can be used to upgrade known spells, as well as research and store unknown spells. Researching a spell generates a book for it, which is stored in the library. It is possible to research a spell by claiming a library that contains the spellbook for it. It is possible to lose researched spells if the library or library bookcase where it is stored is claimed, destroyed or sold.

Library is also used for storage of artifacts, using the same space spellbooks do. Once your Imps claim a land tile where an artifact is contained, they can try to haul it back to the library, where it gets stored and can be accessed via the Spell Casting tab.

  • Library can be worked by Warlock, Vampire, Dark Angel and Maiden on the side of Evil and Fairy, Monk and Wizard on the Hero side.
  • In case of multiple libraries, spells appear in the library where research was last contributed towards unlocking the spell.
  • Artifacts in the library can't be picked up, but can be moved if containing library loses its storage capacity.

Dk1iconDungeon Keeper
Barracks icon tinyBarracks / Bridge icon tinyBridge / Heart icon tiny4Dungeon Heart / Graveyard icon tinyGraveyard / Guardpost icon tinyGuard Post / Hatchery icon tinyHatchery / Lair icon tinyLair / Library icon tinyLibrary / Portal icon tinyPortal / Prison icon tinyPrison / Scavengerroom icon tinyScavenger Room / Temple icon tinyTemple / Torturechamber icon tinyTorture Chamber / Trainingroom icon tinyTraining Room / Treasureroom icon tinyTreasure Room / Workshop icon tinyWorkshop
Dk2iconDungeon Keeper 2
Casino-icon-tinyCasino / Combatpit-icon-tinyCombat Pit / Dungeonheart-icon-tinyDungeon Heart / Graveyard-icon-tinyGraveyard / Guardroom-icon-tinyGuard Room / Hatchery-icon-tinyHatchery / Portal-icon-tinyHero Gate / Lair-icon-tinyLair / Library-icon-tinyLibrary / Portal-icon-tinyMercenary Portal / Portal-icon-tinyPortal / Prison-icon-tinyPrison / Stonebridge-icon-tinyStone Bridge / Torturechamber-icon-tinyTorture Chamber / Trainingroom-icon-tinyTraining Room / Treasury-icon-tinyTreasury / Temple-icon-tinyUnholy Temple / Woodenbridge-icon-tinyWooden Bridge / Workshop-icon-tinyWorkshop
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Dragon Chamber