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Sapper
Sapper
Special Abilities
Spawn Time 2:00:00
Creature Type Humanoid
Damage Type Fire
Requirements
Technology Conquest Party
Room Arena,Prison
Furniture Sapper Confinement
Training Proving Ground

Sappers are used to take control of a dungeon occupied by another player, however their use is limited to only having the ability to conquer inactive player dungeons. The only active player dungeon a sapper can take control of is the Heart of the Mountain.

  • A Sapper must be at least level 11 before it can be used in a conquer attack
  • In a successful conquer, the control of the dungeon will be reduced by 1%, for every level the attacking Sapper is, greater than 10
  • A Level 11 Sapper would reduce by 1%, a Level 12 would reduce by 2%, a Level 20 would reduce by 10%, etc.
  • Once the control value of a dungeon reaches 0, the attacker gains possession, with all remaining rooms, furniture, and storage
  • The Sapper creature is consumed in taking control of the dungeon
  • Control value of the defending dungeon increases by 1%, per level of the Vault, every payday for dungeons controlled by active players. Inactive dungeons do not regain control points.
  • A sapper reduces control whenever attacking a Heart or Inactive dungeon, even if it's part of a raid for resources targetting the mine.
  • Control points are lost by the defender, but not held by the attacker, a dungeon with reduced control can be conquered by any sapper, not just the initiating player.
  • Once conquered, any creatures that were resident in that dungeon will be listed as dead and will need to be revived or dismissed in the normal way.
  • You cannot reduce control of a starter dungeon, nor can a sapping attack originate from a starter dungeon.

For conquering inactive dungeons, a valid tactic is to send a sapper alongside slow raiders (such as ogres) grabbing resources from either the mine or the vault until control is reduced to conquerable amounts, then send a low level sapper in to complete the job. This has an added advantage that raids travel faster than conquests.

Movement[]

  • World Tiles per hour: 1
  • Combat Move Speed: 1


Spawn Info[]

This is the chance of the creature spawning in a room when defending against an attack. The values are relative to each other.

Statistics[]

Stage Health Attack Defense Damage Speed Healing Rate Carry Pillage Range Traveling Per Square Upkeep
Initial 500 10 10 10 5 200 50 0 1 1:00:00 21 Food, 30 Gold, 1 Quicksilver, 2 Primordial Earth
5 1000 20 20 20 5 200 100 0 1 1:00:00 38 Food, 54 Gold, 2 Quicksilver, 4 Primordial Earth
10 1500 30 30 30 5 200 150 0 1 1:00:00 59 Food, 84 Gold, 3 Quicksilver, 6 Primordial Earth
15 2000 40 40 40 5 200 200 0 1 1:00:00 80 Food, 114 Gold, 4 Quicksilver, 8 Primordial Earth
20 2500 50 50 50 5 200 250 0 1 1:00:00 101 Food, 144 Gold, 5 Quicksilver, 10 Primordial Earth
25 3000 60 60 60 5 200 300 0 1 1:00:00 122 Food, 174 Gold, 6 Quicksilver, 12 Primordial Earth
30 3500 70 70 70 5 200 350 0 1 1:00:00 143 Food, 204 Gold, 7 Quicksilver, 14 Primordial Earth
35 4000 80 80 80 5 200 350 0 1 1:00:00 164 Food, 234 Gold, 8 Quicksilver, 16 Primordial Earth
40 4500 90 90 90 5 200 400 0 1 1:00:00 185 Food, 264 Gold, 9 Quicksilver, 18 Primordial Earth
50 5000 100 100 100 5 200 450 0 1 1:00:00 227 Food, 324 Gold, 11 Quicksilver, 22 Primordial Earth

Training[]

Start level End level Gold Training time (min) Resources Room
1 10 1000 180 10 Pig Iron Ingot , 5 Ashen Stone Proving Ground
11 20 3000 360 30 Pig Iron Ingot, 15 Ashen Stone Proving Ground
21 30 5000 540 50 Pig Iron Ingot, 25 Ashen Stone, 100 Quicksilver, 100 Dense Basalt Arena
31 unlimited 10000 720 80 Pig Iron Ingot, 40 Ashen Stone, 250 Quicksilver, 250 Dense Basalt, 40 Shallow Mantle, 80 Feldspar Arena

Damage Type and Resistances[]

Damage Type: Fire

Physical Magical Fire Cold Electrical Poison Disease

0

0

25%

25%

25%

0

0

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