Difference between revisions of "Call Imp"

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*[[Book of Minor Magic]]
 
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*[[Book of Callings]]
*[[Rod of Demonology]]
 
 
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Revision as of 20:26, 19 May 2014

Version 0.14: 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)
Casting noise 2
Spell noise 0
This spell calls forth a minor demon from the pits of Hell.
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:

5 Crimson imp.png Crimson imp- 55.6% - (Blinks, regenerates quickly)

5 White imp.png White imp- 27.8% - (Deals melee and ranged cold damage)

5 Shadow imp.png Shadow imp- 11.1% - (Casts Pain, sees invisible)

5 Iron imp.png 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. 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.