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b) KEEPERS SPELL LIST
Dungeon Keeper 2

b) KEEPERS SPELL LIST

Dungeon Keeper 2 spell list including Create Imp (1500 mana), Thunderbolt (6000 mana), Possession (500 mana), and more.

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Dungeon Keeper 2 spell list including Create Imp (1500 mana), Thunderbolt (6000 mana), Possession (500 mana), and more.

Walkthrough
  1. 1
    CREATE IMP

    Mana Cost: 1500 for the first cast, increasing by 1500 each subsequent cast (e.g., 1500, 3000, 4500).

    This is your most valuable spell, castable on any claimed land. It creates a squad of magical helpers. Upgraded versions create Level 4 Imps. Imps consume mana per turn; if mana drops to zero, they disappear. Casting it on your dungeon heart returns half the original mana cost.

  2. 2
    THUNDERBOLT

    Mana Cost: 6000

    Useful early on against enemies on your claimed land. It does not do much damage but can knock powerful enemies down, allowing weaker creatures to swarm them. Effective against armored foes like Knights and the Lord of the Land. The upgraded version hits harder.

  3. 3
    POSSESSION

    Mana Cost: 500

    Allows you to take control of one of your minions for scouting or other purposes. The view changes depending on the creature (e.g., Firefly sees through compound eyes, Salamander sees with a red tinge). You can activate special attacks displayed on the HUD (Heads-Up Display). Pressing 7 and clicking pink-highlighted creatures allows you to group them for an attack. Being killed while possessing a creature costs mana and is disorienting.

  4. 4
    HEAL

    Mana Cost: 5000

    Restores health to a specific creature, useful in melee. This can keep creatures in battle longer and make them braver.

  5. 5
    SIGHT OF EVIL

    Mana Cost: 5000

    Reveals a temporary area of land through the Fog of War (the unexplored parts of the map). Keep casting it to scout for mining locations. The enhanced version reveals a much wider area.

  6. 6
    CALL TO ARMS

    Mana Cost: 10,000

    Used to rally forces for attacks or defense. Plants a banner on the ground that minions flock to. Minions can be ready for battle if the banner is placed correctly. The banner can be removed by slapping it, right-clicking it on the toolbar, or left-clicking to pick it up and move it to save mana.

  7. 7
    TREMOR

    Mana Cost: 30,000

    Weakens claimed enemy tiles and walls, destabilizes doors, and damages traps, aiding in breaching enemy dungeons. Can turn some areas into dirt rock for Imps to dig through. The upgraded version is more destructive. While Imps ignore it, it can frighten your own creatures, so it's best to cast it and wait for its effects to end before engaging.

  8. 8
    TURNCOAT

    Mana Cost: 20,000

    Confuses an invading enemy, causing them to attack their own side. Effective against knights, allowing your forces to mop up the remaining enemies.

  9. 9
    CREATE GOLD

    Mana Cost: 15,000

    Sacrifices mana for gold, useful when gold is scarce. Level 1 creates 1500 gold, Level 2 creates 2000 gold. Can only be cast on your own land.

  10. 10
    INFERNO

    Mana Cost: 50,000

    A large, devastating offensive spell that casts a boiling mass of flame, trapping and burning enemies. The upgrade expands the area of effect. Fire-resistant creatures like Giants and Salamanders are immune.

  11. 11
    SUMMON HORNY

    Mana Cost: 100,000

    In the first ten or so Campaign Levels, Horny can only be summoned by collecting parts of the Horny Talisman. Once the whole Talisman is collected, he can be summoned when Mana reserves reach 100,000. He costs 100,000 mana to summon and drains approximately 2000 mana per turn after about 30 seconds. Dismiss him by slapping him before your mana is depleted. Sustaining him depends on your dungeon's mana generation per turn.

Tips
  • Create Imp is essential for building your workforce and can provide a mana boost if dropped into the dungeon heart.
  • Thunderbolt can be used to interrupt powerful enemy attacks and give your weaker creatures an advantage.
  • Possession offers unique scouting and tactical options, with different visual perspectives for each creature type.
  • Sight of Evil is crucial for exploring the map and identifying strategic locations.
  • Call to Arms is an effective way to group your forces for coordinated assaults or defenses.
  • Tremor can significantly speed up dungeon breaches by weakening enemy structures.
  • Turncoat can sow chaos among enemy ranks by turning them against each other.
  • Create Gold is a valuable spell when gold reserves are low.
  • Inferno is a high-cost, high-damage spell for clearing out groups of enemies, but be mindful of resistances.
  • Summon Horny is a powerful, mana-intensive ally that requires careful management of your mana reserves.

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