Difference between revisions of "Call Imp"

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m (Monster Version: the only similarity between monster and player versions is the list of summons)
(type scaling for imps was removed in 3013cc3748fc)
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Summons a single friendly imp. Higher [[spell power]] can result in a better imp and more duration. There is a summon cap of 1; casting the spell again will cause the old summon to very quickly time out.
 
Summons a single friendly imp. Higher [[spell power]] can result in a better imp and more duration. There is a summon cap of 1; casting the spell again will cause the old summon to very quickly time out.
  
Possible summons:
+
Possible summons<ref>{{source ref|0.29.1|spl-summoning.cc|902}}</ref>:
*{{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly
+
*there is always a 27.8% chance to summon a {{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage
*{{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage
+
*then there is a 16.7% chance to get one of these two imps:
*{{monsterlink|Shadow imp}} - Casts [[Pain]], [[see invisible|sees invisible]]
+
**{{monsterlink|Shadow imp}} - Casts [[Pain]], [[see invisible|sees invisible]]
*{{monsterlink|Iron imp}} - Strong but slow, multi-resistant
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**{{monsterlink|Iron imp}} - Strong but slow, multi-resistant
 
+
*otherwise you get a {{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly
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|0.29.1|spl-summoning.cc|902}}</ref>
 
  
 
[[Summonings#Duration|Duration class]] ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is <code>2 + (1d<power> - 1) / 4</code> (capped at 6).<ref>{{source ref|0.29.1|spl-summoning.cc|940}}</ref>
 
[[Summonings#Duration|Duration class]] ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is <code>2 + (1d<power> - 1) / 4</code> (capped at 6).<ref>{{source ref|0.29.1|spl-summoning.cc|940}}</ref>
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==History==
 
==History==
 
*Prior to [[0.28]], this spell had a summon cap of 3.
 
*Prior to [[0.28]], this spell had a summon cap of 3.
 +
*Prior to [[0.25]], the type of an imp varied with spellpower. Higher spell power increased the probability of getting a shadow or iron imp and decreased the chance of summoning a crimson imp.
 
*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.
 
*Prior to [[0.7]], Call Imp was a level 3 spell. Also, it could not summon iron imps.
 
*Prior to [[0.7]], Call Imp was a level 3 spell. Also, it could not summon iron imps.

Revision as of 23:00, 25 February 2023

Version 0.29: 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.

Hedge Wizards and Summoners start with this spell in their spell library.

Effect

Summons a single friendly imp. Higher spell power can result in a better imp and more duration. There is a summon cap of 1; casting the spell again will cause the old summon to very quickly time out.

Possible summons[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 spell that is cheap and easy to cast. 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, but they are weak, and blink around, so are less effective at blocking line of fire. They also do less damage than other imps. White imps are useful for slowing cold-blooded foes, and have strong distance attacks and cold-based melee 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 wolves and are tough to take down.

Monster Version

Unlike the player version, monsters can sustain up to 3 imps summoned by this spell. Odds for different imps are fixed at 44.4% crimson imp, 22.2% shadow imp, 22.2% white imp and 11.1% iron imp.[3]

The following enemies cast Call Imp:

History

  • Prior to 0.28, this spell had a summon cap of 3.
  • Prior to 0.25, the type of an imp varied with spellpower. Higher spell power increased the probability of getting a shadow or iron imp and decreased the chance of summoning a crimson imp.
  • 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, Call Imp was a level 3 spell. Also, it could not summon iron imps.

References