Discover how to build and utilize the Library in Core Keeper. Learn about research values, creature attractions, and the order of unlocking new spells and rooms.
Alright, let's talk about the Library in Core Keeper. This is where the magic really happens, allowing your creatures to research new spells and rooms for your dungeon. It costs 200 gold per tile to build and has a research value of 1000, though honestly, you'll rarely research the Library itself since it's usually available early on.
The Library is a pretty unique room because it attracts specific creatures – namely, Warlocks. If you've got Warlocks above level 1, they'll actually defend the Library by attacking any non-Wizard or non-Warlock creatures that wander in. So, a little heads-up: either don't train your Warlocks too early, or make sure to build your Library in a quieter spot away from the general hustle and bustle of your dungeon.
Here's the lowdown on how research works: each room or spell has a specific research value. Once you hit that target, it becomes available to you. The more advanced the spell or room, the more research points you'll need. For example, the 'Destroy Walls' spell is a massive 750,000 points, so it'll take a good long while to unlock. The research order is fixed, even if some spells take longer than others to complete.
Here's the general order you'll unlock things:
- Create Imp
- Treasure Room
- Lair
- Hatchery
- Training Room
- Library
- Sight of Evil
- Bridge
- Speed
- Must Obey
- Guard Post
- Call-to-Arms
- Workshop
- Conceal Monster
- Barracks
- Hold Audience
- Prison
- Cave In
- Torture Chamber
- Heal
- Temple
- Lightning
- Graveyard
- Protect
- Scavenger Room
- Chicken
- Disease
- Armageddon
- Destroy Walls
To really speed things up, you'll want your highest-leveled creatures doing the research. Dragons, Wizards, Warlocks, and Fairies are your best bet for this, especially that hero Wizard if you've got him. They're the most efficient researchers in the game.
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