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IMP
Favorite Location: Digging
Level One Health: 75
Level One Salary: 0
Training Cost (per 1000 experience): 10
Cost in Scavenger Room: 0
Natural Enemies: None
Anger Reaction: Leaves dungeon
Chickens to Satiate: Does not eat
Experience Gained When Hit (level one): 1
Slaps to Kill: 20
Special Traits: None
Special Powers:
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Power |
Level attained |
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Dig |
1 |
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Speed |
3 |
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Teleport |
10 |
Though not fighters by any stretch of the imagination, Imps are your single most important class of minions. They cost a great deal to create, and the cost goes up with each additional Imp. But a large army of Imps is a necessity if you want your dungeon up and running in a reasonable amount of time.
It's very important that you have at least some of your Imps training at all times. When they hit level three, Imps have a permanent Speed Creature spell, which causes a dramatic improvement in their work. And at level ten, they can teleport (though that much training may be overkill). There's also a means of making Imps cheaper to produce. If you sacrifice an Imp in the Temple, the cost of production goes down by 150.
Destroying enemy Imps is a great way to weaken a rival keeper's position without getting into a full-scale war. Find an area where his Imps are mining, then hit them with a Lightning spell. Do this enough, and he'll waste the majority of his gold just keeping up his workforce.
Take me to the Orc
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