Dungeon Keeper Wiki
Advertisement

The Library is a room in Dungeon Keeper, Dungeon Keeper 2, Dungeon Keeper Online, and Dungeon Keeper Mobile that enables researchers to unlock new rooms and Keeper spells for their master. It can also serve as a storage area for captured Dungeon Special boxes.

Dungeon Keeper[]

The Library is one of the "basic five" rooms that are nearly always available for construction. Creatures skilled in research can work in the Library to develop the more advanced spells and rooms available in the scenario. The Library attracts Warlocks through the Portal whenever they are in the Creature Pool.

Research Path[]

Dungeon assets can be unlocked in a pre-designated order shown left-to-right, top-to-bottom in the table below. Most campaign and skirmish levels start the players with the first nine of these topics, down to and including the Training Room, already researched. Campaign levels also have some items disabled entirely.

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

Researchers[]

Some creatures are natural researchers with intellects and otherworldly knowledge, and some are not. Research is particularly serious business for Wizards and Warlocks. They have a "Job Stress" attribute uniquely associated with Library work, and will attack "unworthy researchers" (any creature for whom Library work is not a primary or secondary job) that is attempting to work in or pass through the Library. They do this regardless of the creature's Research Skill, which can be ironic because they'll happily work with Ghosts, but will kick Avatars out despite them being superior researchers (see below).

This behaviour requires a ranged spell[Note 1], which Warlocks gain at level 2 and Wizards already possess at level 1. Level 1 Warlocks can work alongside "unworthy researchers" without difficulty.

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 Druid-iconFX
Beetle-icon
Spider-icon
Bile-demon-icon
Hound-icon
Tentacle-icon
Troll-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 Time mage-iconFX
Giant-icon Thief-icon Avatar-icon
Primary Job
Secondary Job
Refuses to do Job

Research & Spellbook Mechanics[]

A spellbook

Ongoing research activity produces gaily coloured firework-like magical sparks, and when something has been researched, the room's occupants will cheer to the accompaniment of a more spectacular display.

A spell that has been researched appears in the form of a glittering spellbook. These books are capturable objects and use up space in the Library. Some map scenarios harbour spellbooks in dangerous areas that can be captured and carted to the Library by Imps. Enemy Wizards on the Hero side sometimes prioritize entering the Keeper's Library and "stealing" (destroying) the spellbooks. If the Library itself is sold or destroyed, its spellbooks will disappear, and you will have to research the spells again (in KeeperFX, if you have another Library, spell books will be transferred there instead if it has remaining capacity).

A Room that has been researched does not generate a corresponding capturable object. Room advancements are retained by the Keeper permanently once achieved, no matter what happens to the Library.

You can see the progress of the current research project by clicking on the “?” Icon (the Information Panel) on the far left of the Control Panel.

Recommendations[]

The Library needs to be isolated from thru-traffic while still in reasonable proximity to a Hatchery and Treasure Room. To research spells faster, build more Library space and throw more creatures into it. Since completed spells also use Library space, bear that eventuality in mind when deciding on dimensions for the room. Finish fortifying the Library's walls before introducing a trained Warlock or a Wizard to the room, or you risk losing Imps.

Warlocks and Dragons will often enter the dungeon and begin researching as soon as the basic rooms are up. Acquiring different sorts of creatures with skill in this task usually requires a great deal of effort and pre-existing research. Dullards can help research in a pinch as long as the Warlocks working in the room are untrained, but their contributions will not be impressive.

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).

Trivia[]

Normal Glitched
Dungeon Keeper Library wall Dungeon Keeper Library wall broken

Dungeon Keeper 2[]

Dungeon Keeper 2 Pickaxe Tag
To do:
Find out how many points it takes to research rooms.

The Library is your dungeon’s research centre, where new spells can be discovered and known ones upgraded. It is a furnished room, and can accommodate one researcher per bookcase or shelf/podium, plus one. A functioning Library attracts Warlocks. Other evil creatures who will research are the Vampire, Dark Angel and Maiden; on the heroes’ side, the Fairy, Monk and Wizard are also keen scholars. Wizards were the very best research aces until Almaric (the Elite Warlock), Kessler Van Doom (the Elite Vampire) and Zachariah (the Elite Dark Angel) came along.

Research Points per second (Level 1)
Creature Points
Warlock Warlock (Elite) 18
Dark Angel-icon Dark Angel (Elite) 15
Vampire pickup Vampire (Elite) 15
Wizard icon Wizard 10
Warlock Warlock 5
Vampire pickup Vampire 5
Fairypickup Fairy 5
Maiden Maiden 4
Dark Angel-icon Dark Angel 3
Monkpickup Monk 3
Skeleton pickup Skeleton 1

All other creatures (including the Elite Skeleton, strangely) have 0 research skill.

In the campaign, on levels where a new spell becomes available, it must first be researched. Once this is done, a spell book will appear above the central bookshelves in your Library. These spells will subsequently 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 (upgraded).

In Skirmish and Multiplayer modes, the Library is used to upgrade known spells. It is possible to research a spell by claiming a Library that contains the spell book for it. Researched spells can be lost if the Library or bookcase where it is stored is claimed, destroyed or sold.

The Library is also used to store magic items. Once your Imps claim a land tile that contains a magic item, they carry it back to the nearest Library, where it is stored above the central bookshelves and can be accessed via the Spell Casting tab. Each of your Library’s central bookshelves can store two new spells or magic items.

  • If you have multiple Libraries, spells appear in the one where research towards the spell was last conducted.
  • Magic items in the Library can't be picked up, but if their Library loses tiles, they may be moved.

All spells require 500 Research Points to research, and their upgrades require an additional 1500.[3]

Dungeon Keeper Online[]

This section is empty. You can help Dungeon Keeper Wiki by adding to it.

Dungeon Keeper Mobile[]

Dark Library

Dark Library

Overview[]

Cell service down below is non-existent, no matter WHICH carrier you use. And I'm afraid there's no Wifi, Keepers. So if you need to do any kind of research (particularly the arcane kind), you're going to need to visit a Dark Library!

Available early on in the game, several astute Keepers might argue that the Dark Library is one of the most important structures you can build in your Dungeon. Used to generate and store Mana (the magical energy used to fuel your Spells), the Dark Library is also where individual Spells are researched prior to becoming part of your arsenal.

Comprising a 4x4 area in your Dungeon, upgrading the Dark Library will grant access to more potent Spells, in addition to bolstering the defensive strength of the Library's inherent defenses (bolts of electricity, which are able to target both ground and air targets). Upgrading also increases the maximum amount of Mana at your disposal.

So don't forget your library cards, Keepers; you're going to want to make regular visits! Just don't expect this library to be very quiet, like most regular ones. In fact, you're bound to hear more than a few screams... but it's really not all that different from elevator music, now that I think about it. Delightful!

Notes[]

  • Unlocks access to Spells
  • Generates Mana to cast Spells
  • Unlocks the Warlock
  • Does not regenerate mana whilst it is being upgraded
  • Bolstering reduces spell costs and increases the rooms health
  • Does lightning damage which is effective against Tiny and Ghosts
  • Guarded by warlocks, up to a max of 4

Stats[]

Defense Voltaic Arc
Targets Ground & Air
Damage Type Electrical
Attack Speed 0.5s
Attack Range 3 Tiles
Size 4x4

Upgrades[]

Level Dmg DPS Health No. of Targets Build
Time
Build Cost
(Stone)
Max Warlock Training Dungeon Heart Required
1 18 36 1,800 1 ? 50k Level 1 Level 4
2 19 38 2,655 1 4h 100k Level 2
3 20 40 3,510 1 8h 200k Level 3 Level 5
4 21 42-84 4,365 2 16h 400k Level 4
5 22 44-88 5,220 2 1d 800k Level 5 Level 6
6 23 46-92 6,075 2 1d 12h 1.2M Level 6 Level 7
7 24 48-144 6,930 3 ? 1.8M Level 7 Level 8
8 25 50-150 7,785 3 2d 12h 2.2M Level 8 Level 9
9 26 52-156 8,640 3 3d 3M Level 9
10 28 56-224 10,350 4 4d 5M Level 10 Level 10
11 30 60-240 11,800 4 5d 13M Level 11 Level 11
12 32 64-256 13,510 4 6d 13.2M Level 12 Level 12
13 34 68-272 15,120 4 7d 13.4M Level 13 Level 13
14 36 72-288 16,460 4 8d 20M Level 14 Level 14
15 38 76-304 17,890 4 9d 32M Level 15 Level 15
16 40 80-320 19,540 4 10d 40M Level 16 Level 16
17 42 84-336 21,140 4 11d 44M Level 17 Level 17
18 44 88-352 22,540 4 12d 48M Level 18 Level 18
19 46 92-368 24,070 4 13d 50M Level 19 Level 19
20 48 96-384 25,510 4 13d 52M Level 20 Level 20
21 50 100-500 26,950 5 13d 52.2M Level 21 Level 21
22 52 104-520 28,350 5 13d 52.4M Level 22 Level 22
23 54 108-540 29,830 5 13d 56M Level 23 Level 23
24 56 112-560 31,270 5 14d 62M Level 24 Level 24
25 58 116-696 32,710 6 14d 66M Level 25 Level 25
26 60 120-720 34,150 6 14d 70M Level 26 Level 26
27 62 ? 35,590 6 14d 72M Level 27 Level 27
28 64 ? 37,030 6 16d 76M Level 28 Level 28
29 66 ? 38,470 ? 18d 82M Level 29 Level 29
30 68 ? 39,910 ? 20d 85M Level 30 Level 30
31 70 ? 41,350 ? 22d 88.4M Level 31 Level 31
32 72 ? 42,790 ? 24d 88.8M Level 32 Level 32
33 74 ? 44,230 ? 26d 89.2M Level 33 Level 33
34 76 ? 45,670 ? 28d 89.6M Level 34 Level 34
35 78 ? 47,110 ? 30d 90M Level 35 Level 35

Note: Upgrade times adjusted for May, 2018 update.

Spell Stats[]

Level Mana Production Mana Storage Spell Unlocked
1 75 / hour 200 Cluck Off
2 80 / hour 250 Dragon Breath
3 90 / hour 300 Bomb Wall
4 100 / hour 300 Disable Trap
5 120 / hour 300 Thunderbolt
6 140 / hour 350 -
7 160 / hour 350 -
8 180 / hour 400 -
9 200 / hour 450 -
10 250 / hour 500 -
11 270 / hour 525 -
12 275 / hour 550 -
13 280 / hour 575 -
14 285 / hour 600 -
15 290 / hour 625 -
16 295 / hour 650 -
17 300 / hour 675 -
18 305 / hour 700 -
19 310 / hour 725 -
20 315 / hour 750 -
21 320 / hour 775 -
22 325 / hour 800 -
23 330 / hour 825 -
24 335 / hour 850 -
25 340 / hour 900 -
26 345 / hour 920 -
26 350 / hour 940 -
27 355 / hour 960 -
29 360 / hour 980 -
30 365 / hour 1000 -
31 370 / hour 1020 -
32 375 / hour 1040 -
33 380 / hour 1060 -
34 385 / hour 1080 -
35 390 / hour 1100 -

Notes[]

  1. E.g. Fireballs and Missiles.

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 Dungeon Keeper Editor Manual. section 5.2.6.1.
  2. The Dungeon Keeper Goodies Disc.
  3. Dungeon Keeper 2 : Prima's Official Strategy Guide. p. 100. Rocklin, CA: Prima Games. (1999). ISBN 978-0-7615-1805-1.
Advertisement