DignFight Units: Imps

Level HP minDmg maxDmg toHit Range Coverage Capacity Training CostTraining Time
1 5 1 450%1 6 60 0 
2 6 2 455%1 8 70 250.33
3 8 2 555%1 10 80 500.66
4 10 3 555%2 12 90 7501
5 12 3 660%2 14 100 10001.33
6 14 4 661%2 15 110 12501.66
7 15 4 763%2 16 120 15002
8 17 5 765%2 17 130 17502.33
9 19 5 767%2 18 140 20002.66
10 20 5 769%2 20 150 22503
11 22 6 871%3 22 160 25003.33
12 24 6 873%3 23 170 27503.66
13 26 7 975%3 25 180 30004
14 28 7 977%3 26 190 32504.33
15 29 8 1079%3 28 200 35004.66


You begin the game with 3000 gold and no imps. Your first imp is free to recruit, as you recruit more imps, the cost increases. At the beginning of the game, there’s nothing else to spend money on, so recruit 4 Imps right away and start digging.

Never, ever use imps to defend. They die too easily and they are one of the most expensive creatures to replace. If you have 10 Imps defending and one dies, you will have to recruit a new Imp at the 10th Imp price of 2500 gold.

At the very beginning of the game, you can TRY to use Imps to attack. They can carry a lot and after you’re done digging, you can attack every 15 minutes, forever.

While digging, the most efficient way to get gold is to dig with 1 team of 12 for 10 minutes at a time.

You will NOT get more gold by recruiting 2 teams of 12. You will, however, have a much higher creature score and you will be able to use your time quicker. 2 teams of 12 Imps will NOT excavate any more gold in a 24-hour period than 1 team of 12 Imps.
The most effective way to excavate space for your dungeon is to have 1 imp dig for 10 minutes at a time. As you level up your Imps, the maximum space that they can excavate increases slightly.

It is wise to trains Imps as soon as possible. I personally have 16 imps; 12 digging and up to 4 in training at any one time. If gold is tight, recruit at least 13 Imps so that you can have a full team of 12 digging all the time.

Some Keepers report that a team of 4 Imps brings back nearly 100% of their carrying capacity, while larger teams only bring back 40-50% of their capacity. For high level Imps, 40-50% of the capacity of 12 Imps is still higher than 100% of the capacity of 4 Imps.

# of Imps Recruitment Cost
1 0
2 500
3 750
4 1000
5 1250
6 1500
7 1750
8 2000
9 2250
10 2500
11 2750
12 3000
13 3250
14 3500
15 3750
16 4000
17 4250
18 4500
19 4750
20 5000
21 5250
22 5500
23 5750
24 6000

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