Difference between revisions of "Call Imp"
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{{Spell | {{Spell | ||
|name=Call Imp | |name=Call Imp | ||
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*{{Red|5}} [[Crimson imp]] - 55.6% - ([[Blink]]s, [[regeneration|regenerates]]) | *{{Red|5}} [[Crimson imp]] - 55.6% - ([[Blink]]s, [[regeneration|regenerates]]) | ||
*{{White|5}} [[White imp]] - 27.8% - (throws ice) | *{{White|5}} [[White imp]] - 27.8% - (throws ice) | ||
− | *{{Magenta|5}} [[Shadow imp]] - 11.1% - (casts [[Pain | + | *{{Magenta|5}} [[Shadow imp]] - 11.1% - (casts [[Pain]], [[see invisible|sees invisible]]) |
*{{Cyan|5}} [[Iron imp]] - 5.5% - (strong but slow, multi-resistant). | *{{Cyan|5}} [[Iron imp]] - 5.5% - (strong but slow, multi-resistant). | ||
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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, [[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 spammed 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 and deal good damage if you instruct them to pick up a weapon (Ctrl-T, a). [[White imp]]s are useful for slowing cold-blooded foes, and have strong distance attacks. [[Shadow imp]]s can | + | Standard [[crimson imp]]s are difficult to kill and deal good damage if you instruct them to pick up a weapon (Ctrl-T, a). [[White imp]]s are useful for slowing cold-blooded foes, and have strong distance 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 [[war dog]]s and are tough to take down. |
− | == | + | ==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. |
Revision as of 03:04, 8 June 2013
Call Imp | |
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Level | 2 |
School1 | Summoning |
Source(s) | |
Casting noise | 2 |
Spell noise | 0 |
This spell calls forth a minor demon from the pits of Hell. |
Call Imp is a level 2 Summonings spell which temporarily summons a friendly little imp. Possible summons include, in order of weighting:
- 5 Crimson imp - 55.6% - (Blinks, regenerates)
- 5 White imp - 27.8% - (throws ice)
- 5 Shadow imp - 11.1% - (casts Pain, sees invisible)
- 5 Iron imp - 5.5% - (strong but slow, multi-resistant).
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
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 and deal good damage if you instruct them to pick up a weapon (Ctrl-T, a). 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.