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LIBRARY
Cost per Tile: 200
Health per Tile: 320
Attracts:  Monster         Size Needed   Also Needed  
Warlock9 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.

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 quick 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 ten will already exist when you start your dungeon:

ResearchType
1 Magic Hand* Magic
2 Possess Creature* Magic
3 Slap* Magic
4 Create Imp* Magic
5 Dungeon Heart* Room
6 Treasure Room* Room
7 Lair* Room
8 Hatchery* Room
9 Training Room* Room
10 Library* Room
11 Sight of Evil Magic
12 Bridge Room
13 Speed Magic
14 Must Obey Magic
15 Guard Post Room
16 Call to Arms Magic
17 Workshop Room
18 Conceal Monster Magic
19 Barracks Room
20 Hold Audience Magic
21 Prison Room
22 Cave In Magic
23 Torture Chamber Room
24 Heal Magic
25 Temple Room
26 Lightning Magic
27 Graveyard Room
28 Protect Magic
29 Scavenger Room Room
30 Turn to Chicken Magic
31 Disease Magic
32 Armageddon Magic
33 Destroy Walls Magic

        Take me to the Bridge     






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