Imp

Imp
An Imp, a small blue goblin-like creature.
Summoned by
Rooms Create Imp spell
Sacrifice recipe Black Knight + Warlock + Firefly
Professional Aptitudes
Aptitudes Scout, Worker
Special abilities Haste (Level 4) Teleport (Level 8)
Productivity Assessment
Pay (gold/10 min) Doesn't need pay
EPs/sec (fighting) 35
EPs/sec (training) 3
Physical Examination
Level   1   4   7   10
Health 50   88   125   300
Speed (tiles/sec) 1.84   2.12   2.76   4.60
Running speed 1.84   2.12   2.76   4.60
Agility High
Slap damage 10
Stun duration (sec) 0
Hunger rate (sec) Doesn't eat
Time awake (sec) Doesn't sleep
Combat Analysis
Level   1   4   7   10
Melee attack damage 3   5   8   18
Preferred weapon Blade
Fight style Useless
Strikes every 1.2 seconds
Psychological Profile
Level   1   4   7   10
Fear threshold 1   1   1   3
Threat Points 1   1   1   1
Time to convert (sec) 80   92   112   240
Assist jailbreak? No
Annoyance at
No sleep (per sec) n.a.
No food (per sec) n.a.
No pay (per sec) n.a.
No work (per sec)
Torture (per sec) 3.4
In Hand (per sec) .50
Slap
Alone in Combat Pit 1
Near hated (per sec) 4.6
Pleasure at
Sleeping (per sec) 2
Praying (per sec) 1
Winning in Pit 50
Viewing Pit (per sec) 1
Receiving gold gift erases all anger at no pay

Supervisor's Evaluation

The Imp will do all the jobs you need to build your dungeon, advance, and conquer. It will reinforce your walls, claim the terrain, dig the rock, mine your gold, place your traps, recover your wounded, imprison your enemies, fill your graveyards. Always have a healthy complement of Imps so that no tasks that need doing are left neglected.

The Imp recovers Health while on its own terrain, so feel free to Slap it a little. This will make it work harder.

It can increase in experience, but not through training. It gains experience by working, so make sure that it always has something to do. At higher levels, the Imp can speed itself up, and at the highest levels, the Imp has been known to teleport to where it needs to go.

Self-Evaluation

Primary Certification
Engineer
Secondary Certification
Combat irregular
What is your greatest professional strength?
Never tired work work work
Can see thru walls me
What is your greatest professional weakness?
No fight work work work
What do you enjoy most about your job?
Dig dig dig work work work
What do you enjoy least about your job?
Scary heroes hurt me bad run run run
What do you want to get out of your position?
Work hard be good hard worker me

Supervisor's Comments

The Imp is not attracted like normal creatures — it is created magically. It can't be Hypnotised, and doesn't leave a dead body.

The Imp possesses the Claim Scan power, which allows it to sense the terrain in the immediate vicinity of its current location, even through rock. It's the Imp that allows you to see nearby water, lava and gold as your dungeon expands.

The Imp will only fight enemy Imps, unless your Dungeon Heart is under attack, in which case it'll attack whatever's threatening the Heart. Unfortunately, there's no way to get the Imp to stop defending the Dungeon Heart, and instead (for example), drag your unconscious Dark Angel off to his Lair.

You could have every spell, every trap, every creature at highest level, but without the Imp, you might as well pack your bags. Despite the fact that it is your weakest creature, and will only fight when its Dungeon Heart is attacked, it is the backbone of every conquest, and knowing how to use it well marks the difference between a competent Keeper and a master Keeper.

Quotes

Imps constitute the dungeon's main workforce and seem to be a breed apart from the rest of your creatures. Imps are created by magic and rely entirely on Mana for sustenance (they don't require food or Lairs). As you are the gracious provider of this Mana, Imps happily undertake any task that you set for them and never complain or become unhappy. Conversely, if you run out of Mana then your Imps may disappear altogether. Keep an eye on Mana reserves when indulging in costly spell casting.

Due to their fragile nature and inherent physical puniness, Imps generally try to avoid combat at all costs. They only step in as a last resort if the Dungeon Heart is threatened.

Imp Experience

Imps gain experience based on the number of jobs they have done. Therefore, it is in your interest to ensure that you help keep your Imps out of harm's way and so ensure they reach higher Experience Levels.

Experienced Imps gain certain spells to aid them in their work. Experienced Imps can cast Haste Self and veteran Imps are blessed with the powerful Teleport spell.

Note: Many enemy Keepers will target Imps knowing that, collectively, they are the engine house of your operation. Placing tougher creatures in nearby guard rooms can safeguard your dungeon against an Imp slaughter.

— Manual

See Also

2023 — Until the drinks run out