Learn how to effectively use and manage your Imps in Dungeon Keeper. Discover their essential roles, special abilities, and how to exploit their strengths for dungeon survival.
Alright, let's talk about the little guys who'll make or break your dungeon: the Imps. You'll generate them using the 'Create Imp' spell, which is usually available right from the start. That first Imp will set you back 150 gold, and each one after that costs another 150 gold. So, while they're super important, don't go crazy making a ton of them right away.
These little dudes are the backbone of your operation. They're not much for fighting, but they're the ones digging your gold, claiming new territory for your dungeon, setting up traps, hauling in defeated heroes (or knocked-out ones), and even reinforcing those walls. Think of them as your tireless, uncomplaining slaves. And here's a neat trick: you can actually slap them around! It sounds harsh, but when you hit an Imp, they work 25% faster for a bit. Use this to your advantage to speed things up when you need it. They'll only fight back if another Imp is around or if your precious Dungeon Heart is under attack – then they'll defend it like their lives depend on it.
Now, Imps have some cool special abilities. From level 3 onwards, you'll get access to the 'Speed' spell, which makes them zip around twice as fast. If you can keep this spell active on them, they'll be permanently boosted. There's really no need to train them much higher than level 3 for this purpose. They also get a 'Teleport' spell, which is faster for moving things around, but be aware that at level 10, their 'Speed' ability only lasts for a few seconds, so it's not a permanent boost like it is at level 3.
Sometimes, you'll want to cast 'Invisibility' on your Imps, especially when they're claiming tiles in enemy territory. This stops enemy creatures from spotting them and causing trouble. Oh, and here's a really interesting bit about sacrificing Imps in the Temple fountain: it makes them cheaper to produce. If you sacrifice 'x' Imps, the first 'x' Imps you create will still cost 150 gold, but the '(x+1)th' Imp will cost 300 gold. This tactic lets you treat them as disposable cannon fodder if you're in a really dangerous spot.
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