Library

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 	 	
 	1 	 	
Slap 	1 	 	
 	1000 	 	1000
 	 	 	1000
 	 	 	1000
 	 	 	1000
 	 	 	1000
 	3800 	 	4600
 	5700 	 	
 	6000 	 	6700
 	7400 	 	9000
 	9400 	 	12000
 	11000 	 	20000
 	25000 	 	20000
 	14000 	 	25000
 	15000 	 	25000
 	15000 	 	27500
 	20000 	 	
 	20000 	 	
 	100000	 	
 	750000	 	
===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 spellE.g. Fireballs and Missiles., 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	Research Speed	Research Speed	Research Speed	Research Speed	Research Speed
0 	1 	2 	3 	4 	5
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	FX 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
0 	1 	2 	3 	4 	5
 	 	 	 	 	
 	 	 	 	FX 	
 	 	 	 	 	
:Primary Job
:Secondary Job
:Refuses to do Job
===Research & Spellbook Mechanics===
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=== 
*The Dungeon Keeper Goodies Disc contains wave files of Mentor dialogue that were cut from the game, some of which mention a 'Dark Library' room.The Dungeon Keeper Goodies Disc. This is presumably this room, or an early version of it. Perhaps coincidentally, Dungeon Keeper Mobile features a room called the Dark Library.
*There's a glitch that causes a Library's reinforced walls to the east to appear broken:
==Dungeon Keeper 2==
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.
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.
==Dungeon Keeper Online==
==Dungeon Keeper Mobile==
===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	BuildTime	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 	Level 4
3 	20 	40 	3,510 	1 	8h 	200k 	Level 3 	Level 5
4 	21 	42-84 	4,365 	2 	16h 	400k 	Level 4 	Level 5
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 	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==
==References==