Imp
| Imp | |
|---|---|
|
|
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| 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.