Dungeon Keeper
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 Path
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
Researchers
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.
- Primary Job
- Secondary Job
- Refuses to do Job
Notes
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 2
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.