Cost per tile:
200
Health
per tile: 320
Monster Attracts
Size Needed
Also Needs
Warlock
9 tiles
None
The Library
is an essential part of your dungeon. Without it you won't be able to build
advanced rooms or cast spells. You should make your Library as efficient
as possible - make it square, build it away from the more active rooms,
and reinforce the walls. Also, if you can, make sure there's only one doorway
for this room.
Under
no circumstances should you build a doorway leading to a Treasure Room
or a hatchery from your Library. While your researchers may have to walk
a bit to eat or get paid, other creatures won't use it as a hallway - a
surefire way to annoy your Warlocks, who will eventually open fire on trespassers.
Warlocks
and Dragons will spend most of their time here, but you should take them
out for the occasional training session. Warlocks are great ranged fighters
at higher levels but terribly weak at lower levels.
Once
your research is complete, don't sell off the Library no matter how tempting
it may be. If you sell sections, you'll lose the spells stored there.
Here
is the order of research in the Library. The first few generally already
exist when you start a level:
Research Type:
1- Create Imp
* Spell
2- Treasure
Room * Room
3-Lair * Room
4- Hatchery
* Room
5- Training
Room * Room
6-Library
* Room
7-Sight of
Evil * Spell
8-Bridge
* Room
9-Speed
Monster * Spell
10-Must obey
* Spell
11-Guard Post
* Room
12- Call to
Arms * Spell
13- Workshop
* Room
14
- Conceal Monster * Spell
15
- Barracks * Room
16-Hold
Audience * Spell
17-
Prison * Room
18
- Cave-in * Spell
19
- Torture Chamber * Room
20-
Heal * Spell
21-
Temple * Room
22
- Lightning * Spell
23-Graveyard
* Room
24- Protect
Creature * Spell
25- Scavenger
Room * Room
26- Chicken
* Spell
27- Disease
* Spell
28-Armageddon
* Spell
29-Destroy
Walls * Spell
Note:
Spells and Rooms marked with an asterisk ("*") normally appear when the
level starts except during the first few "tutorial" levels.