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.
 
'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons an imp.
  
[[Hedge Wizard]]s and [[Summoner]]s start with this spell.
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[[Hedge Wizard]]s and [[Summoner]]s start with this spell in their spell library.
  
 
==Effect==
 
==Effect==
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Possible summons:
 
Possible summons:
:{{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly
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*{{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly
:{{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage
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*{{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage
:{{monsterlink|Shadow imp}} - Casts [[Pain]], [[see invisible|sees invisible]]
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*{{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
  
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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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|0.28.0|spl-summoning.cc|933}}</ref>
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[[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>
  
 
==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.
 
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.
  
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.
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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 [[wolves]] 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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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|0.29.1|mon-cast.cc|5827}}</ref>
  
 
{{monsters with spell}}
 
{{monsters with spell}}

Revision as of 14:06, 7 December 2022

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:

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 cast 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, but they 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

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.[3]

The following enemies cast Call Imp:

History

  • Prior to 0.28, this spell had a summon cap of 3.
  • 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