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Traits
Keeper

Traits

Learn how to effectively use Imps, the backbone of your dungeon, in Keeper. Discover their digging, claiming, and defensive roles, plus advanced tips for speed and cost reduction.

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Learn how to effectively use Imps, the backbone of your dungeon, in Keeper. Discover their digging, claiming, and defensive roles, plus advanced tips for speed and cost reduction.

Alright, let's talk about the unsung heroes of your dungeon: Imps! You'll be generating these little guys right from the start, and honestly, you can't have too many. They're the backbone of your operation, handling all the essential grunt work that keeps your dungeon running smoothly.

Generating Imps:

You'll cast the 'Create Imp' spell to get them. The very first Imp costs 150 gold, and each one after that costs an additional 150 gold. So, while you need a lot of them, be mindful of the escalating cost. Don't go overboard early on!

What Imps Do:

  • Digging gold and gems
  • Claiming tiles and building rooms
  • Arming traps
  • Transporting knocked-out heroes
  • Reinforcing your dungeon walls

Think of them as your dedicated workforce. They're essentially slaves, so they won't complain if you, uh, 'motivate' them. A little slap every now and then actually makes them work 25% faster! Use this to your advantage.

Combat Behavior:

Imps generally avoid combat, preferring to flee. However, they have two key exceptions: they'll fight other Imps, and they will absolutely defend your Dungeon Heart to the death. They're your last line of defense!

Special Abilities & Training:

Imps gain special abilities as they level up. The 'Speed' spell becomes available at level 3. When cast on an Imp, it makes them move twice as fast. The best part? If you train them to level 3 (or use dungeon specials to 'Level Up'), the 'Speed' spell can be made permanent by recasting it before it wears off. This means your Imps are constantly under its influence, making them super efficient. There's really no need to train them beyond level 3 for this purpose.

The 'Teleport' spell is another option for faster travel, but it's temporary. At level 10, an Imp's 'Speed' ability only lasts a few seconds, so level 3 is the sweet spot for permanent speed boosts.

Advanced Tactics:

  • Invisibility: Sometimes, you'll want to cast 'Invisibility' on your Imps, especially when they're claiming tiles in dangerous territory. This prevents enemy creatures from spotting them.
  • Sacrifice for Savings: Here's a neat trick: sacrificing Imps in the Temple fountain can make them cheaper to produce. If you sacrifice 'x' Imps, the first 'x' Imps you generate will cost the base 150 gold, and the '(x+1)th' Imp will cost 300 gold. This means you can treat them as disposable 'cannon fodder' if you're in a really tough spot.

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