Difference between revisions of "Call Imp"

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(updated to 0.17, not changed (saw it in 0.17))
(Set version to 0.19. Use template. Restructure, add formula, add history entry.)
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{{version017}}
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{{version|0.19}}
{{Spell
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{{spell info}}
|name=Call Imp
 
|level=2
 
|school1={{Summonings}}
 
|school2=
 
|school3=
 
|sources=<div>
 
*[[Book of Minor Magic]]
 
*[[Book of Callings]]
 
</div>
 
|castingnoise=2
 
|spellnoise=0
 
}}
 
{{Flavour|This spell calls forth a minor demon from the pits of Hell.<br>You can sustain at most three creatures summoned by this spell.}}
 
  
'''Call Imp''' is a level 2 [[Summonings]] spell which temporarily summons a friendly little imp. Possible summons include, in order of weighting:
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'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons an imp.
  
{{monsterlink|Crimson imp}}- 55.6% - ([[Blink]]s, [[regeneration|regenerates]] quickly)
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==Effect==
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Summons a single friendly imp. Higher [[spell power]] can result in a better imp and more duration.
  
{{Monsterlink|White imp}}- 27.8% - (Deals melee and ranged [[cold]] damage)
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Possible summons:
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*{{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly
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*{{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage
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*{{monsterlink|Shadow imp}} - Casts [[Pain]], [[see invisible|sees invisible]]
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*{{monsterlink|Iron imp}} - Strong but slow, multi-resistant
  
{{Monsterlink|Shadow imp}}- 11.1% - (Casts [[Pain]], [[see invisible|sees invisible]])
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There is always 27.8% chance of a White imp. With increase in spell power the probability of a Crimson imp decreases and the probability of getting Shadow or Iron imp increases. It's only possible to get a Shadow or Iron imp once spell power reaches 47.<ref>{{source ref|0.19.0|spl-summoning.cc|1016}}</ref>
  
{{Monsterlink|Iron imp}}- 5.5% - (strong but slow, multi-resistant)
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[[Summonings#Duration|Duration class]] ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is ''2 + (1d<power> - 1) / 4'' (capped at 6).<ref>{{source ref|0.19.0|spl-summoning.cc|1053}}</ref>
 
 
The percentages above are based on the lowest possible [[spell power]]. As spell power rises, the percentages shift more and more in favor of the bottom two imps.
 
  
 
==Strategy==
 
==Strategy==
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==History==
 
==History==
 
Prior to [[0.12]], summoned [[shadow imp]]s could give you permanent undead allies by casting [[Animate Dead]], allowing characters without [[Necromancy]] to create undead armies.
 
Prior to [[0.12]], summoned [[shadow imp]]s could give you permanent undead allies by casting [[Animate Dead]], allowing characters without [[Necromancy]] to create undead armies.
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Prior to [[0.7]], was level 3 spell and could not summon Iron imps.
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==References==
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<references/>

Revision as of 13:59, 23 November 2016

Version 0.19: This article may not be up to date for the latest stable release of Crawl.
Call imp.png Call Imp
Level 2
School1 Summoning
Source(s) Book of Blood
Book of Minor Magic
Casting noise 2
Spell noise 0
Power Cap 100
Flags Selfench, Unholy
Calls forth a minor demon from the pits of Hell. The demon will fight alongside the caster for a time depending on spell power.

Call Imp is a level 2 Summoning spell which summons an imp.

Effect

Summons a single friendly imp. Higher spell power can result in a better imp and more duration.

Possible summons:

There is always 27.8% chance of a White imp. With increase in spell power the probability of a Crimson imp decreases and the probability of getting Shadow or Iron imp increases. It's only possible to get a Shadow or Iron imp once spell power reaches 47.[1]

Duration class ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is 2 + (1d<power> - 1) / 4 (capped at 6).[2]

Strategy

Call Imp is a versatile and powerful spell that is also cheap and easy to cast. It can be spammed as early as D:2 to quickly defeat early threats such as uniques, ogres, and worms. You only get one imp per cast, but they can be any of four types with varied and useful abilities.

Standard crimson imps are difficult to kill. White imps are useful for slowing cold-blooded foes, and have strong distance attacks. Shadow imps can see invisible creatures like orc wizards and can hit things with negative energy. Iron imps are slow, but hit as hard as war dogs and are tough to take down.

History

Prior to 0.12, summoned shadow imps could give you permanent undead allies by casting Animate Dead, allowing characters without Necromancy to create undead armies.

Prior to 0.7, was level 3 spell and could not summon Iron imps.

References