Dungeon Keeper 2 Glossary
Here's a fan-made glossary for your personal use.
The list
- Bedrock
A type of terrain that serves as an impenetrable obstacle within a level. All levels are surrounded by a border of bedrock. - Bile Demon
A fat legless demon with large flail-adorned horns. Bile Demons come to dungeons with large Hatcheries and Workshops. Once they arrive, they'll make traps and doors, but they're also sturdy fighters. - Black Knight
An evil knight in black armour. Black Knights come to dungeons with Combat Pits. Once they arrive they'll train, do guard duty and serve as strong melee fighters. - Call to Arms
A Keeper spell that allows its caster to rally their creatures to a chosen spot. - Casino
A room for restoring the happiness of a dungeon's creatures. It contains a slider to change the pay-out. The Casino can either be made Generous or Rigged. Generous Casinos restore happiness at the cost of gold, whereas Rigged Casinos do the inverse. Rigging a Casino, while not good for happiness, is good for recycling gold when money gets tight. - Chicken
The main source of food for a dungeon's creatures. Chickens spawn in Hatcheries, where they'll wander about until they get eaten. - Chicken (Spell)
A Keeper spell that turns creatures into chickens. - Combat Pit
A room for training creatures beyond level 4. Creatures in the combat pit can level in the pit until they reach level 8. - Conversion (Gameplay mechanic)
When enemy creatures convert to a Keeper's side through use of a Torture Chamber. - Corpse
The remains of a creature that has been slain in combat. The primary use of a corpse is to attract Vampires. If five corpses rot inside a Graveyard, a Vampire will spawn. - Create Gold
A Keeper spell that spawns Imps on the Player’s territory. - Create Imp
A Keeper spell that creates an explosion of fire. - Creature
The underlings of Keepers and Heroes alike. Creatures have various abilities, needs and parameters that make them all unique. - Dark Angel
An evil angellic being of immense power. Dark Angels come to dungeons with Unholy Temples. Once they arrive they'll serve as a Keeper's strongest minions. - Dark Elf
A sinister elf woman that specialises in archery. Dark Elves are attracted by Guard Rooms. Once they arrive, they will snipe enemies from afar with their bows. - Door
A security measure used by Keepers and Heroes alike. Doors are built in Workshops by Trolls and Bile Demons, with several to choose from. Besides their defensive uses, doors can be locked to control the movement of creatures. - Dungeon
The primary setting of the game. Dungeons are built by Keepers, furnished with rooms and expanded with time. - Dungeon Heart
The first room of any dungeon and the most important room in the entire structure. If a Dungeon Heart is destroyed, the Keeper that possesses it dies. If this happens to the Player, they automatically lose the level. - Dwarf
A short stocky creature and the goodly mirror to the Imps. They dig holes in walls, but they are weak and easy to kill. - Elven Archer
An elvish marksman and the goodly mirror to the Dark Elves. They shoot arrows from afar, but they are not skilled in melee combat. - Fairy
A small but powerful magic-user. They know a range of spells and support their goodly companions from afar. - Fear Trap
A trap designed to scare enemy creatures. It resembles a gibbet, and holds a humanoid skeleton inside it. - Firefly
A large wasp-like insect with a glowing rear-end. They arrive the second your portal opens. Once they arrive, they'll become a Keeper's scouts. - Gaolbreak
The result of a prison becoming too full. The prisoners inside will escape and free any other victims they can get their hands on. - Gem Seam
A block of terrain that produces infinite amounts of gold. - Giant
A sturdy warrior with a large club. They are brave, powerful attackers that also double as blacksmiths if they're converted. - Goblin
A small green creature. Goblins come to dungeons with Lairs. Once they arrive, they'll serve as a Keeper's main infantry troops. - Gold Seam
A block of terrain that produces a limited amount of gold. It disappears and turns into an empty unclaimed tile once it is fully mined. - Graveyard
A room for processing the corpses of fallen creatures and creating Vampires. When five corpses rot in a Graveyard, a Vampire will spawn. Graveyards have a secondary function beside this, as Vampires that fall will respawn inside them. - Guard
A stalwart warrior with a long spear. They have a powerful attack, and are good at frightening evil creatures. - Guard Room
A room for creating guard patrols. When creatures guard, they patrol the length of the room and look for threats. - Hand of Evil
The official name for the Player's cursor, which resembles a gnarled hand. - Harmonia
The setting of Dungeon Keeper 2's Campaign Mode and the realm of the goodly Heroes. It is a feudal kingdom ruled by King Reginald and his Lords of the Land. - Horny
The Horned Reaper and an exclusive ally of the Player. If available, he can be temporarily summoned with the “Summon Horny” button. - Imp
A tiny creature with large eyes and a pickaxe. Imps are in a Dungeon by default and serve as its main workers. They carry items, claim tiles, dig out rooms, drag unconcious creatures out of combat and mine gold. - Inferno
A Keeper spell that creates an explosion of fire. - Keeper Asmodeus
The Keeper of Woodsong and killer of Lord Ronin. The Player must besiege this Keeper to claim Ronin’s Portal Gem. - Keeper Dante
A Keeper that fled from the four Wizards of Snapdragon. - Keeper Gormagon
A Keeper that fell to the forces of Lord Sigmund while attempting to conquer Emberglow. - Keeper Malachai
The Keeper of Goldenglade and killer of Lord Bramble. The Player must salvage Bramble’s fortress to defeat this Keeper. - Keeper Malleus
The Keeper of Cherish and the commander of a vampiric army. The Player must convert the Monks of Saint Cuthbert to defeat this Keeper. - Keepers Belial, Drako, Kronos, Morgana and Raksha
The Keepers of Sparklydell. The Player must kill them one-by-one to defeat them all. - Keepers Faust and Fabius
The ever-squabbling sons of Nemesis. They accompany him in Cherry Blossom and guard his flanks with their dungeons. - Keepers Harkan and Carrion
A duo of Keepers that wish to ally with the Dark Angels of Moonshrine. The Player must ally with the Dark Angels to defeat these Keepers. - Keepers
A mysterious race of Dungeon-Keeping entities. Keepers spend their time greedily seeking out land, power and prestige. When they are not fighting the goodly forces, they infight among themselves. - Keeper Spells
Spells that Dungeon Keepers can cast by using Mana. Most of these spells have combat-orientated purposes. The most expensive of these is the "Summon Horny" spell, which summons the Horned Reaper himself. - King Reginald
The ruling monarch of Harmonia and its goodly forces. Alongside his Lords of the Land, he has three princely sons to help him on stop the Keepers. - Knight
A noble warrior that is a goodly mirror to the Black Knights. He is a skilled melee fighter that leads the heroic siege parties. - Lair
A room for creatures to rest and restore their health in. Each creature creates its own unique bed when it nests. - Lava
A type of terrain that serves as a natural barrier. Most creatures cannot cross it unless they fly (Fairies and Fireflies) or have a fire immunity (Giants and Salamanders). - Library
A room for magically-inclined creatures to research in. When creatures research, they discover spells to cast. Libaries also store Magical Items. - Lords of the Land
King Reginald's right-hand men and the boss enemies of the Campaign levels. The Player fights a total of twelve. - Magical Item
A gilded crate that carries a magical spell inside it. When a Keeper's imps take it to their Dungeon's Library, where the Keeper can activate it for a useful side-effect. Magical Items can bestow gold, fortify walls, make creatures happy and grant other such bonuses.. - Maiden
A drider-like creature. Maidens are exclusive to version 1.7 and up, and don't appear in the Campaign. Once they arrive, they act as researchers and support creatures. - Mana Vault
A type of terrain that when claimed, will passively generate Mana for the Keeper. - Mentor
The shadowy advisor that accompanies the Player in all game modes. He oversees the levels and offers advice whenever it's needed. - Mistress
A sultry creature in latex fetish gear. Mistresses come to Dungeons with Torture Chambers. Once they arrive, they'll amuse themselves in the chambers and serve as effective shock-troops. - Monk
A clerical healer for the goodly forces. He heals their ranks and can slay vampires with his holy touch. - Multiplayer Mode
A gamemode where the Player can duel other human players. - My Pet Dungeon
A sandbox-styled gamemode where the Player can build dungeons at their own leisure. - Neutral Creature
A wandering creature that allies itself with any Keeper that finds it. - Nemesis
A strong, ambitious Keeper and one of the Player's biggest adversaries in the Campaign Mode. He consistently tries to thwart the Player's efforts, growing increasingly desperate as the game progresses. - Portal
A room that spawns creatures from the Netherworld. - Possession
A Keeper spell that lets its caster control individual creatures. - Prince Balder
One of King Reginald's three princely sons. He is red-haired, clean shaven and has slightly more health than his brothers. - Prince Felix
One of King Reginald's three princely sons. He is the only armoured creature to be fully covered from head-to-toe. - Prince Tristan
One of King Reginald's three princely sons. He is dark-haired and bearded. - Prison
A room for imprisoning enemy creatures. If the creatures go ignored, they will die and turn into Skeletons. - Realm
The game's synonym for a level. - Rebelling
When creatures become unhappy enough, they will rebel and become enemy creatures. - Rogue
An unscrupulous bandit dressed in leather. Rogues come to dungeons with Casinos. Once they arrive, they'll serve as scouts and spies. - Salamander
An orange-scaled lizard that can breathe fire. Salamanders come to dungeons with Training Rooms. Once they arrive, they'll train and serve as support forces. - Sight of Evil
A Keeper spell that allows its caster to see through fog-of-war. - Skeleton
One of the two undead creatures a Keeper can create. Skeletons come to dungeons when creatures in the Prison starve to death. Once they arrive, they'll train and serve as weak infantry forces. - Skirmish Mode
A gamemode where the Player can duel computer-controlled Keepers. The levels are specifically made for this mode, and are unlike those of the Campaign. - Slapping
With the Hand of Evil, the Player can slap their creatures. This is chiefly done to Imps, as it makes them work faster. - Smilesville
The first level of the Campaign Mode, and the domain of Lord Antonius. It serves as the game's main tutorial level. - Stone Bridge
A bridge used to cross lava. - Stone Knight
King Reginald's final lines of defense against the Keepers. Horny is the only creature that can slay them in combat. - Sunflower
The flower that appears above the heads of allied and enemy creatures alike. It shows the creature's level in its center, while its petals show how much health the creature has - Thief
A scrawny sort and a goodly mirror to the Rogues. He can sneak past Keeper lines, turn invisible and pick off lone creatures. - Thunderbolt
A Keeper spell that damages and stuns enemy creatures. - Tile
A type of terrain that can be claimed or built on. - Torture Chamber
A room for torturing enemy creatures into conversion. Torturing creatures to death turns them into corpses, which can be repurposed for creating Vampires. Upon death, some of these victims will reveal information about the map. - Trap
A security measure used by Keepers and Heroes alike. Traps are built in Workshops by Trolls and Bile Demons, with several to choose from. Traps use Mana whenever they activate. - Training Room
A room for training creatures up to level 4. Many creatures will train themselves automatically. - Treasury
A room for storing gold. Creatures come here to collect their wages every Payday. - Tremor
A Keeper spell that creates a miniature earthquake. - Troll
A warty green brute that carries a large metal hammer. Trolls come to dungeons with Workshops. Once they arrive, they build traps and doors on command. - Turncoat
A Keeper spell that temporarily turns its chosen victim against their allies. - Unholy Temple
A room for sacrifcing creatures to the Dark Gods. Sacrifice combinations can give particular rewards. Besides this, creatures can also pray in this room, generating mana for the Keeper. - Vampire
One of the two undead creatures a Keeper can create. Vampires come to dungeons when five corpses rot inside a Graveyard. Once they arrive, they serve as powerful magic users. - Water
A type of terrain that serves as somewhat of an obstacle. Some creatures have trouble moving through water, especially Vampires, who are hurt by it. Imps have trouble with water too, as they cannot drag fallen creatures out of it. - Warlock
A gaunt sorcerer wielding a staff. Warlocks come to dungeons with libraries. Once they arrive, they serve as researches and support forces. - Wizard
An old robed man with a pointy hat, and the goodly mirror to the Warlocks. They support their allies with volleys of magical spells. - Wooden Bridge
A bridge used to cross water. It can also be used to cross lava, but it won't last for very long. - Workshop
A room for creating traps and doors. Bile Demons, Giants and Trolls are the only creatures that can perform this task.