Difference between revisions of "Call Imp"

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{{Spell
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{{version031}}
|name=Call Imp
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{{spell info}}
|level=2
 
|school1={{Summonings}}
 
|school2=
 
|school3=
 
|sources=<div>
 
*[[Book of Minor Magic]]
 
*[[Book of Callings]]
 
*[[Rod of Demonology]]
 
</div>
 
|castingnoise=2
 
|spellnoise=0
 
}}
 
{{Flavour|This spell calls forth a minor demon from the pits of Hell.}}
 
  
'''Call Imp''' is a level 2 [[Summonings]] spell which temporarily summons a [[Tier-5 demon|friendly little imp]]. Possible summons include, in order of weighting:
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'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons a cerulean imp.
*{{Red|5}} [[Crimson imp]] - 55.6% - ([[Blink]]s, [[regeneration|regenerates]])
 
*{{White|5}} [[White imp]] - 27.8% - (throws ice)
 
*{{Magenta|5}} [[Shadow imp]] - 11.1% - (casts [[Pain]] and [[Animate Dead]], [[see invisible|sees invisible]])
 
*{{Cyan|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.
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[[Hedge Wizard]]s and [[Summoner]]s start with this spell in their spell library.
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==Useful Info==
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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.
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Higher spell power increases the spear enchantment. It does not increase the summon's [[HD]].
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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 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.
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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]].
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==Monster Version==
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The monster version works similarly to the player version, though Natasha can summon up to 3 imps at once.
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{{monsters with spell}}
  
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 cast [[Animate Dead]], giving you ''permanent'' [[zombie]]s or [[skeleton]]s to fight on your side. [[Iron imp]]s are slow, but hit as hard as [[war dog]]s and are tough to take down.
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==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.
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*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.
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*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.
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*Prior to [[0.7]], Call Imp was a level 3 spell. Also, it could not summon iron imps.
  
==Tips & Tricks==
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==References==
After a skirmish that results in numerous or high-value corpses, cast Call Imp repeatedly until you generate a shadow imp (be patient), then wait the 50 or so turns for the shadow imp to "throw its arms wide" and animate all the corpses.  A hydra or hill giant zombie can be a huge force multiplier if you yourself lack Necromancy.
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<references/>

Latest revision as of 14:47, 15 January 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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