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Traits
Core Keeper

Traits

Learn how to effectively generate, manage, and utilize Imps in Core Keeper. Discover their vital roles, special abilities, and cost-saving sacrifices to boost your dungeon's efficiency.

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Learn how to effectively generate, manage, and utilize Imps in Core Keeper. Discover their vital roles, special abilities, and cost-saving sacrifices to boost your dungeon's efficiency.

Alright, let's talk about the unsung heroes of your dungeon: Imps! You'll generate them using the 'Create Imp' spell, which is usually available right from the start. The first one will set you back 150 gold, and each subsequent Imp costs an additional 150 gold. So, while they're super important, try not to go overboard creating too many right away.

These little guys are the backbone of your operation. They're the ones digging up gold and gems, claiming new territory for your dungeon, setting up traps, hauling away defeated enemies, and even reinforcing your walls. Think of them as your tireless, uncomplaining workforce. And here's a neat trick: Imps work 25% faster when you 'slap' them. Don't worry, they won't complain! A little nudge every now and then really keeps them motivated. They're programmed to flee from battle, only fighting back if another Imp is around or if your Dungeon Heart itself is under attack – they'll defend it fiercely!

Imps have a couple of special tricks up their sleeves. From level 3 onwards, you'll unlock the 'Speed' spell, which is a game-changer. It makes them move twice as fast! If you can keep this spell active on them (by recasting it before it wears off), they'll be permanently zippy. Honestly, there's not much benefit to training them beyond level 3 for this purpose. They also get a 'Teleport' spell, which is handy for quick travel, but be aware that at level 10, their 'Speed' ability only lasts for a few seconds, so it's less of a permanent buff.

There are a couple of other cool tactics to consider. Sometimes, it's super useful to cast 'Invisibility' on your Imps when they're claiming tiles in dangerous, enemy-occupied territory. This way, enemy creatures won't spot them. And here's a big one for saving gold: sacrificing Imps in the Temple fountain can drastically reduce their production cost. If you sacrifice 'x' Imps, the first 'x' Imps you generate will still cost 150 gold, but the '(x+1)th' Imp will only cost 300 gold! This means you can treat them as disposable assets, almost like cannon fodder, especially if you're dealing with a particularly hazardous area. Just remember, they're your workhorses, so keep 'em busy and motivated!

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