Call Imp

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Call imp.png Call Imp
Level 2
School1 Summoning
Source(s) Book of Callings
Book of Minor Magic
Casting noise 2
Spell noise 0
Power Cap 100
Summons Limit 3
Hated By Elyvilon
The Shining One
Zin
Flags Selfench
Calls forth a minor demon from the pits of Hell.

Call Imp is a level 2 Summoning spell which summons an imp.

Effect

Summons a single friendly imp. Higher spell power can result in a better imp and more duration.

Possible summons:

5 Crimson imp.png Crimson imp - Blinks, regenerates quickly
5 White imp.png White imp - Deals melee and ranged cold damage
5 Shadow imp.png Shadow imp - Casts Pain, sees invisible
5 Iron imp.png 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.[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 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.

Prior to 0.7, was level 3 spell and could not summon Iron imps.

References