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 |