Keeper 2 | Creatures | Heroes | Rooms | Traps and Doors | Spells | Levels | Hints and Tips
Keeper Spells | Creature Spells
Being inaccurate as it also covers creatures abilities.
Most creature spells and abilities cause damage to a single
target. They are not covered here.
Some spells that creatures have vary from
one creature to the other, (ie Guided Bolt. The Elven Archer gains Guided bolt
at level 4, and the Dark Elf Gains it at level 8. But the Dark Elf Guided Bolt
does more damage than the Elven Archers). All damaging spells have different
ranges, speed to fire and damage to the target.
Listed here are the various
spells and abilities that Have different effects from just damaging the
target
Cast Armour | Drain | Freeze | Gas Cloud/Missile | Grenade | Hail Storm | Haste Creature | Haste Imp | Heal Creature | Invisible | Raise Dead | Skeleton Army | Slow | Teleport | Wind
Cast Armour
Increases targets resilience to damage
Drain
Causes 25% of full health damage to target. Gives
Vampire same amount of health back
Freeze
Target creature stuck in place for 20 seconds
Gas Cloud/ Gas Missile
Standard damage spell but has an area
effect
Grenade
Standard damage spell but has an area effect
Hail Storm
Has an area effect and causes damage over a period
of time
Haste Creature
Target moves faster. Cancels SLow
Haste Imp
Imp moves a lot faster
Heal Creature
Self explanatory really
Invisible
Cannot be seen by enemy for 15 seconds
Raise Dead
Dead creature becomes skeleton for 30 seconds
Skeleton Army
Creates 3 Skeletons for 30 seconds
Slow
Target moves slower, cancels Haste
Teleport
Teleport any where in the Dungeon
Wind
Pushes target back
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