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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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