In order to get home, Ranma must learn about spells and how to create rooms and traps.



Keeper Spells


Create Imp - This spell creates on your territory. Until it's upgraded, this spell creates level 1 imps. After upgrading, though, it makes level 4 imps. Why is that so great? The higher the level, the faster and more efficient the imps get. At level 5 and up, imps begin teleporting around your dungeon. At level 10, they only teleport (unless dragging something or claiming territory). The first imp after 4 costs 1500 Mana and every imp after that doubles the casting cost. You can toss Imps into the Dungeon Heart to regain half that. You usually don't need more than 10, unless you find a gem vein. 10 imps usually have a steady drain of 70 mana.


Thunderbolt - A spell primarily used to stun the enemy, it also deals a bit of damage. However, it can only be used on territory that Ranma's imps have claimed. When upgraded, Thunderbolt does more damage and stuns longer. Casting cost is 6000 Mana. It deals 1500 damage normally and 2000 on the upgrade.


Possession - While the idea of puppeting someone isn't really Ranma's bag, it is useful for times when he needs to lend his skills to a fight. However, it's a heavy mana penalty if Ranma's host is killed. Mana cost is 500. Upgraded is supposed to be cheaper, but for me, it always looks like more. It probably adds HP and increases the speed of the creature possessed.


Sight of Evil - Using this, Ranma can peer into 5 tiles of the enemy's defenses and strategize around what he sees. Mana cost 5000. Upgraded version improves clarity and range to 7 tiles.


Heal - Ranma can use this spell to heal his minions mid-battle, which can swiftly change the tide of a fight. He can also use this spell to keep captives alive. Mana cost 5000, heals 16000. Upgraded version heals more damage 25000.


Tremor - This creates a small localized earthquake which weakens enemy walls and defenses, and causes fear in the creatures in the area. Mana cost 30000, upgraded version lasts longer.


Call to Arms - A spell that gathers all of Ranma's forces at a point. The point can be moved without recasting, but it can be quite annoying when the fastest and weakest creatures gather at the point first. It also causes the summoned creatures to all but completely ignore any enemies between where they were and the flag. Mana cost 10000 per cast, 5 to upkeep, cost nothing to move the flag. Upgraded, it's supposed to be cheaper, but in actuality, probably just increases the speed of your creatures slightly.


Turncoat - This spell makes the target believe his enemies are his allies and vice versa. Cast on the strongest opponent, this spell can devastate invasions before they've really begun. I don't know why, but this is the icon I found for the spell online, but the game has an icon with two arrows pointing in opposite directions. Go fig. Mana cost 20000. It lasts 25 seconds until upgraded, then it lasts 40.


Create Gold - This spell is quite useful when Ranma is mana rich and money poor. Best used when cast directly into a treasury. Mana cost 15000. Creates 1000 normally, 2000 on upgrade.


Inferno - While impressive looking, this spell lacks the stunning power of Thunderbolt, but it does deal a lot of damage. Unfortunately, this damages all who are in it's area of effect. Mana cost 50000. Deals 400 damage per second in the area, the upgrade deals 500.


Chicken - This spell allows Ranma to change his enemy into a chicken. He can then pick up said chicken and drop them into the torture room, the prison or into the belly of a Bile Demon. Mana cost is a reasonable 10000. Cheap to get rid of those pesky high level enemies. Lasts 60 seconds normally, 90 upgraded.


Summon Horny - Once Horny begins to see Ranma's skill at being a keeper, he allows Ranma to summon him to the battlefield. However, Ranma must be careful as Horny seeks out the nearest enemy, regardless of their actual threat level. Mana cost is high (100,000), plus there's an upkeep of about 1700 or so. Recent research has shown that the previous numbers I've been given may not be accurate. And Horny upkeep only really drains you when he's in combat, provided you have a mana vault or two claimed.

There is also a plethora of magical items that Ranma can use once he finds them, such as Create Imps, Increase Level, Increase Mana, Increase Gold, Make Happy, Fortify Walls, Unfortify Walls, Make Unhappy, and Hidden Land.



Creature Spells/Attacks


Fireball is a spell used by Warlocks, Wizards and Salamanders. While the damage will vary, depending on how powerful the creature using it is, it will usually take care of most weak level 1 creatures or imps.


Firebomb is used by high level Warlocks and Wizards, this spell is lighter copy of Inferno, causing an explosion that damages _all_ who get in the area of effect.


Super Firebomb is only known to Wizards, and it's much more powerful too. Like it's smaller and weaker counterpart, it damages all in the area of effect.


Freeze (or Web for the Maiden) does as it implies. It freezes one target completely. Similar to the Freeze trap. Can only be used by the Mistress and the Maiden.


Lightning is known to both the Mistress and the Fairy. This spell also stuns most target creatures.


Gas Cloud affects all creatures in the area around the user. It's poisonous too, which indicates that the only proper user of it is the Bile Demon.


The Gas Missile was developed by Bile Demons and people who like to blame their pets. Similar to the Gas Cloud, only Gas Missile strikes fairly far away.


Guided Bolt is a techniue known to Elves and Dark Elves. It sends a magical arrow after the target and will not miss once locked onto a proper target.


Vampires utilize Slow as means of causing severe disadvantage to their prey/enemies. This spell only affects one target and will cause a huge detriment to their fighting ability. This spell, if countered by Speed, will leave the target moving at their normal rate.


Spell Grenade works like a normal grenade, damaging all in it's area of target. Elven Archers get this to compliment their normal arsenal.


Drain is a Vampire's best friend. It heals them by draining energy from their opponent.


Hailstorm is known to both Mistresses and Dark Angels. All in the area of the spell are struck by lightning, hail and deadly wind.


Arrow is the normal weapon of Elven Archers.


Magic Arrow is the normal weapon of Dark Elves.


Heal is normally known to Warlocks and Monks, but for story purposes, Fairies and Mistresses know it as well.


Armor protects the caster from part of the damage they receive in combat. Known only to Fairies and Monks.


Invisible is a spell that irritates a keeper when used against him, but is a pleasant surprise when used for them. Rogues and Thieves know it and use it to pilfer money from the enemy's treasury. It's also useful for surprise attacks.


Knifes or KNIVES as it should be written, is an attack known to Dark Elves. It launches ten knives at a target, but anything in the way can be damaged as well.


Raise Dead is similar to Skeleton Army, but it requires there to be corpses in an area. The corpses then rise to fight for whomever summoned then, but become a pile of bones after a while. Vampires know this spell.


Skeleton Army is very useful for Dark Angels. It creates three skeletons out of thin air (thus no need for corpses) to fight along their creator. After the spell wears off, the skeletons vanish, but the spell can be recast. Makes for an interesting time when possessing a Dark Angel to charge in and destroy an enemy keeper's heart as the skeletons can keep most imps occupied.


Speed is known by Imps and Monks. It's name says it all.


Disruption is known only to Dark Angels, which is good, because it disrupts the victim's body. Very similar to Freeze, except it deals acidic damage as well.


Spit is... well, acid-like spit. Salamanders and Maidens know this technique.


Teleport is usually known only to Imps, but for story reasons, Wizards and Warlocks also know it. Teleport instantly sends an imp back to the Heart, where it is safest and where it can dump off any gold it had. The spellcasters who know it can direct where it goes, but they cast it at a much slower rate.


Wind or Tornado creates a twister than shoots forward, stunning all in it's path. Used by Fireflies and Fairies, this technique is excellent for rendering enemies helpless before a massive charge.


Turn Into Bat is an ability Vampires have. Great for scouting missions and espionage on the enemy keepers.


Hypnotize works like Turncoat, allowing the Vampire to turn it's enemy into it's ally. Unlike Turncoat, the Hypnotized creature follows the vampire and fights by his side until the spell wears off or the creature dies.


Espionage is a spell known to Rogues and Thieves. This spell can only be used on enemy territory as it allows the user to imitate the enemy's colors, making them think that the user is on their side.


Dwarf Throwing is known only to two powerful creatures. Bile Demons and Giants. Imps or Dwarves are hurled across the room at enemies. Obviously, not made for the fandom of Imps or Dwarves.


Prayer is a much more powerful healing technique known to Fairies and Monks. It operates like Heal All, but leaves the user very vulnerable. For obvious story reasons, this spell is not like a FULL Heal All.





Rooms require certain dimensions. However, because of the difficult sizing things, 1 space is estimated to be a 5 to 10 foot square. Room dictations are usually 1x1, 3x3, or 5x5. These are the number of spaces needed, meaning that a prison would actually be 25-50 feet by 25-50 feet in size.

When a room needs to be such-and-such by such-and-such size to be functional, that means that while it can work when smaller, it won't grant it's full benefit until enlarged to a proper size. The prison, for example, operates at 3x3, but for a fully functional prison, it needs to be 5x5.


Dungeon Heart - It's here where Ranma first started. All Dungeon Hearts can hold 16,000 gold and the temporary ones can hold and channel a maximum 200,000 mana points. The primary Dungeon Heart is much stronger and thus, can channel much more energy. In fact, it can cumulatively hold _all_ of the stored mana that it's temporary counterparts generate. Since Ranma can make up to twenty temporary Dungeon Hearts on the continent they're on, the prime will hold roughly 4,000,000 points of mana at it's strongest. At least until Ranma decides to expand further.


Portal - Here is the wonderful little place where all the magic happens. When you've captured a portal, up to 15 creatures may enter your domain at once. Up to 25 can enter through these portals, so if you let 25 die, then the portal becomes useless. Getting another portal will get you 5 more creatures at a time, bringing your active total to 20 and your max overall to 50.
The creatures that come through are based entirely on what you've constructed thus far. Note that creatures that are converted or created in the prison, torture chamber or graveyard don't count towards this total.


Mercenary Portal - This portal allows in creatures normally designated as "heroes". Because of the addition of this, the Good Guys page now lists all of the 'attract' requirements. Of course, I haven't found many that scenarios that use this.


Lair - A place for Ranma's living creatures to rest. Lairs don't need to be any specific shape to be useful. Cost: 300 gold per space.


Hatchery - The hatchery is a place for chickens to grow and hatch. Chickens are the primary food source of Ranma's creatures as they are quick to breed and easy meals. Hatcheries need to be at least 3 spaces by 3 spaces to be useful. Cost: 300 gold per space.


Treasury - Each space can hold up to 3000 gold. Each space costs 200 gold. Treasury need no specific shape to be useful.


Library - Here is where magic is researched and here is also where magic items are brought back to. Libraries need to be 3x3 to work, cost 600 per space and attract Warlocks.


Training Room - These rooms allow normal creatures to train up to Level 4. However, with the Saotome mind, any creature can reach Level 7. Training Rooms need to be 3x3 to be functional, require money to train creatures and cost 500 per space. These rooms attract Salamanders.


Workshop - Here is where the magic of traps begins. While a Troll or Bile Demon in within this room, they will work on any trap that you can afford. Workshops need to be 5x5 for full functionality, cost 600 per space, and attract Trolls and Bile Demons (though Bile Demons also require a Hatchery)


Guard Room - Here is a point, where if one puts a creature, they will patrol the entire guard room until drawn away by either Guard Posts (which dictate a larger route) or the need for food, training or rest. Guard Rooms only need 1 space to work, cost 600 per space, and attract Dark Elves. For the best results, drop skeletons into the Guard Room once they're at least level 4. They need no rest or food.


Wooden Bridge - The first kind of bridge one can make. These are the cheapest to use over water or lava, but they don't last over lava. They cost 200 per space and must be connected to land that you own. No trap can be laid on it, but your creatures can be dropped on them, regardless of how far into enemy territory it is.


Prison - Here is where all defeated foes go... so long as there's room. Creatures in the prison will not last long if they aren't healed and/or moved. Creatures left to rot in the prison will eventually turn into Skeletons, but the size of the prison will dictate how many skeletons can be made from it. Prisons need to be 5x5 to be fully functional and cost 750 per space. Rogues and Thieves that are Level 8 or higher that are left in the prison may attempt a break out. Lock the door or toss them into the torture chamber to prevent this. Break outs also occur when other hero characters wander into the prison area.


Torture Chamber - This is a requirement for areas where there are no or few portals. The Torture Chamber allows Ranma to convert enemies into allies. Mistresses often hang out here, either aiding in the torturing or 'relaxing' in the torture devices. The Torture Room needs to be 3x3 to be functional, costs 1500 per space, and attracts Mistresses and Black Knights (with combat pit)


Stone Bridge - These cost 500 per space, but can last over lava.


Combat Pit - Here is where Ranma's creatures can go further in their training. Normally, the limit would be Level 8, but Ranma's skill again shapes it up to a more proper Level 10. Combat Pits need to be 5x5 to be fully functional, cost 750 per space, and help attract Dark Knights (with Torture Chamber). Creatures tossed into the combat pit fight until all but one is defeated. The instant a creature is beaten it is teleported to the edge of the pit. Drop (or create) an imp to haul it back to it's lair. WARNING: DO NOT DROP UNDEAD IN THE COMBAT PIT UNLESS YOU ARE READY TO HEAL THEM AT A MOMENT'S NOTICE. UNDEAD SLAIN IN THE COMBAT PIT DO _NOT_ RETURN FROM THE DEAD.


Casino - This is where your creatures can relax. It improves the overall happiness of your creatures to have one. The keeper can adjust the odds at the casino so that they can make money off of the casino, but this lowers the effectiveness of the casino's primary function. Casinos need to be 3x3, cost 600 per space and attract Rogues.


Graveyard - An alternative to the Prison. If you don't want any more prisoners, simply turn off the 'imprisonment' function and the imps will drag corpses here. After a while, a vampire will arise to join your ranks. Graveyards need to be at least 3x3 to be functional, cost 2000 per space and can create as many vampires as there are tombstones.


Dark Temple - A great place to gather lots of mana. One can force one's creatures to pray at Dark Temple to raise mana levels by dropping the creatures at the edges. Each Dark Temple may also attracts up to 2 Dark Angels. However, they need to be 5x5 and cost 3000 per space. Sacrificing creatures into the temple also gives unusual rewards, like traps, spells or other creatures. Of course, given that the creatures or spells are usually worth more than what you're getting, one has to wonder if the Dark Gods aren't a bit scattered brained to think that they could actually be of use. The recipes below are from The Evil One's Dungeon Keeper 2 page.

Temple
Recipes ->

Sacrifice 2 or 3 things to the Dark Gods, and they will reward you.
Just drop the creatures or cast the spells into the temple.
Make sure you do it in the correct order though.
These are all of the recipes for v1.61/v1.7 and are all verified.

To Get This....

Sacrifice This...

And This.........

And This.........

Bile Demon
Warlock
Mistress
Troll
Goblin
Salamander
Dark Elf
Vampire
Rogue
Skeleton
Black Knight
Imp

Vampire
Troll
Salamander
Dark Elf
Warlock
Rogue
Skeleton
Black Knight
Bile Demon
Mistress
Guard
Black Knight

x2
x2
x2
x2
x2
x2
x2
x2
x2
x2
Mistress
Warlock







FireFly




FireFly


Knight
Dwarf
Giant
Wizard
Elven Archer
Thief
Monk>
Fairy
Guard

Black Knight
Goblin
Bile Demon
Warlock
Dark Elf
Mistress
Vampire
Mistress
Rogue



Salamander



Guard
FireFly
Dark Elf

Turncoat
Create Imp
Tremor
Inferno
Sight of Evil
Create Gold
Heal
Lightning
Call to Arms


Gas Trap
Boulder Trap
Sentry Trap
Alarm Trap
Fireburst Trap
Lightning Trap
Freeze Trap
Fear Trap
Trigger Trap
Spike Trap

Imp
Imp
Imp
Imp
Imp
Imp
Imp
Imp
Imp
Imp

Bile Demon
Giant
Warlock
Dark Elf
Salamander
Mistress
Fairy
Skeleton
Troll
Black Knight

 


Wooden Door
Braced Door
Steel Door
Magic Door
Secret Door
Barricade

Imp
Imp
Imp
Imp
Imp
Imp

Thief
Guard
Knight
Wizard
Rogue
Elven Archer

 


Increase Mana
Increase Gold
Make Safe
Receive Imps
Stun Imps

Monk
Thief
Dwarf
Bile Demon
Bile Demon

x3
x3
x2
Dark Elf
Giant



Mistress
Mistress
Guard





There are various doors that you can use during the game, such as Wooden Doors, Braced Doors, Steel Doors and Magic Doors (Magic Doors defend themselves with fireballs) that hold back enemies, but allow your minions through.
Of course, you can lock them and keep your minions from butting right through them into danger or away from a fight. The only thing about doors is that they have to be laid between two walls that can't be more than 1 space apart.
There's also Barricades, but they don't let _anything_ past and don't need to be placed between anything.

Cost for Barricade: 400 gold
Cost for Wooden Door: 500 gold
Cost for Braced Door: 1000 gold
Cost for Steel Door: 1500 gold
Cost for Magic Door: 6000 gold
Cost for Secret Door: 3000 gold


All Traps require mana to maintain AND to activate, but Doors (save for the Magic Door) don't need mana at all.


Sentry Trap - These are magical cannons which fire automatically at any enemy in their view. Their rate of fire is similar to the Warlock and/or Wizard and they don't deal a lot of damage, but when placed in a long row, they can quickly whittle an enemy force down to size. It's also a good idea to place ones right behind doors so they can hit enemies while the enemy has to hack away at the door. They also cost 1000 gold.


Fear Trap - It looks like a skeleton in a hanging cage, but it generates a terrifying field that keeps back all but the bravest of enemy creatures. These, coupled with sentry cannons can devastate an attack and allow you time to bring reinforcements. Fear traps cost 750 gold.


Alarm Trap - More annoying to you than truly useful, the alarm trap signals you of any enemy's approach. Basically, it wails annoyingly if anything enters it's 'comfort space'. Sort of like the more preppy car alarms. I never needed these because the little combat symbol that appears when your creatures near enemy creatuers is more than enough of a warning for me. These cost 500 gold. Too much for such an annoying thing.


Gas Trap - Yes, we finally get to the poo cushion. Revamped and more painful, it slows down everything save a Bile Demon. They cost 600 gold.


Spike Trap - Not exactly the most devastating spike trap I've ever seen, but a good one nonetheless. It deals damage and acts as a barricade that the enemy can't pass until it's destroyed. Your creatures can ignore it, though. They cost 750 gold.


Trigger Trap - If you want a synchronized assault on the enemy with various traps, the trigger trap helps do just that. It costs 300 gold.


Freeze Trap - Stop an enemy COLD. Sorry. Anyway, it literally freezes an enemy in place and prevents them from moving until it's effect has worn off. No enemy creature is immune to this. It costs 1500 gold.


Lightning Trap - More effective than the Sentry trap, but a bit more mana expensive. The Lightning trap stuns AND does damage, where as the Sentry trap simply damages. It costs 3000 gold.


Fire Trap - A cauldron of boiling hot lava that pushes away enemy creatures. I think it deals damage too, but I think it probably does at it's cost. It costs 6000 gold to make, rivaling the Magic Door.


Jack In The Box - This appears as a normal magic item, but when an enemy imp tries to pick it up, they're killed. The Jack In The Box then shoots towards the enemy Keeper's Heart and explodes. It costs 10000 gold.

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