Difference between revisions of "Call Imp"

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{{spell info}}
  
'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons an imp.
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'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons a cerulean imp.
  
==Effect==
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[[Hedge Wizard]]s and [[Summoner]]s start with this spell in their spell library.
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:
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==Useful Info==
:{{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly
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Summons a single [[cerulean imp]]. It will be holding a [[spear]], with an [[enchant]]ment of <code>pow/10 - 4</code> (rounded down).<ref>{{source ref|0.30.0|spl-summoning.cc|916}}</ref> The spear will never be [[brand]]ed.
:{{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage
 
:{{monsterlink|Shadow imp}} - Casts [[Pain]], [[see invisible|sees invisible]]
 
:{{monsterlink|Iron imp}} - Strong but slow, multi-resistant
 
  
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|0.28.0|spl-summoning.cc|895}}</ref>
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Higher spell power increases the spear enchantment. It does not increase the summon's [[HD]].
  
[[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|0.28.0|spl-summoning.cc|933}}</ref>
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Duration of the summon is around 27 turns; it does not depend on spell power.
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There is a summon cap of 1 imp; casting the spell again will cause the old summon to very quickly time out.
  
 
==Strategy==
 
==Strategy==
Call Imp is a versatile and powerful spell that is also cheap and easy to cast. It can be cast as early as D:2 to quickly defeat early threats such as uniques, [[ogre (monster)|ogre]]s, and [[worm]]s. You only get one imp per cast, but they can be any of four types with varied and useful abilities.
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Imps are cheap to create, and they can help deal with many early game fights. Thanks to their [[polearm]], cerulean imps can attack from behind their caster (or other summons). This makes imps useful, even if you have otherwise stronger summons like [[Call Canine Familiar]].
 
 
Standard [[crimson imp]]s are difficult to kill, but they blink around so are less effective at blocking line of fire. They also do less damage than other imps. [[White imp]]s are useful for slowing cold-blooded foes, and have strong distance attacks and cold-based melee attacks. [[Shadow imp]]s can see invisible creatures like [[orc wizard]]s and can hit things with [[negative energy]]. [[Iron imp]]s are slow, but hit as hard as [[warg]]s and are tough to take down.
 
  
 
==Monster Version==
 
==Monster Version==
Works much like the player version. Odds for different imps are fixed at 44.4% [[crimson imp]], 22.2% [[shadow imp]], 22.2% [[white imp]] and 11.1% [[iron imp]].<ref>{{source ref|0.28.0|mon-cast.cc|5730}}</ref>
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The monster version works similarly to the player version, though Natasha can summon up to 3 imps at once.
  
 
{{monsters with spell}}
 
{{monsters with spell}}
  
 
==History==
 
==History==
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*Prior to [[0.31]], the summon [[duration class]] ranged from 2 (around 18 turns) to 6 (around 171 turns). The formula was <code>2 + 1d(pow)/5</code> duration class (capped at 6).
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*Prior to [[0.30]], this spell would summon a [[crimson imp]], [[white imp]], [[iron imp]], or [[shadow imp]]. It also had a power cap of 100.
 
*Prior to [[0.28]], this spell had a summon cap of 3.
 
*Prior to [[0.28]], this spell had a summon cap of 3.
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*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.

Latest revision as of 14:47, 15 January 2024

Version 0.31: 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 a cerulean imp.

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

Useful Info

Summons a single cerulean imp. It will be holding a spear, with an enchantment of pow/10 - 4 (rounded down).[1] The spear will never be branded.

Higher spell power increases the spear enchantment. It does not increase the summon's HD.

Duration of the summon is around 27 turns; it does not depend on spell power.

There is a summon cap of 1 imp; casting the spell again will cause the old summon to very quickly time out.

Strategy

Imps are cheap to create, and they can help deal with many early game fights. Thanks to their polearm, cerulean imps can attack from behind their caster (or other summons). This makes imps useful, even if you have otherwise stronger summons like Call Canine Familiar.

Monster Version

The monster version works similarly to the player version, though Natasha can summon up to 3 imps at once.

The following enemies cast Call Imp:

History

  • Prior to 0.31, the summon duration class ranged from 2 (around 18 turns) to 6 (around 171 turns). The formula was 2 + 1d(pow)/5 duration class (capped at 6).
  • Prior to 0.30, this spell would summon a crimson imp, white imp, iron imp, or shadow imp. It also had a power cap of 100.
  • 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