Imp

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Imp
 
Summoning
Magic Points
15
Skills
 
Vitals
Action Points Magic Points Hit Points
110 25 20
 
Combat
To Hit Defense
45% 5%
Primary Attack Secondary Attack
Fire, 5 None
 
Special Abilities
  • Can see and attack invisible targets
  • Can attack flying targets
  • 5% chance to decay armour on a hit


Mischievous Imp
 
Summoning
Magic Points
15
Skills
 
Vitals
Action Points Magic Points Hit Points
120 35 20
 
Combat
To Hit Defense
55% 10%
Primary Attack Secondary Attack
Fire, 5 None
 
Special Abilities
  • Can see and attack invisible targets
  • Can attack flying targets
  • Successful hits has a 10% chance to degrade armor
  • Can drain Magic Points with a successful hit


An Imp is a Pet that is summoned by the Wyrm Master skill Summon Imp. Imps summoned by a Wyrm Master with the skill Impish Mischief have the following stat modifications:

  • Attack percentage increase of +10%
  • Action Point increase of 10 points
  • Magic Point increase of 10 points
  • A successful hit by an Imp has a 5% chance to degrade armor. All other pets in the game have a 2% chance.
  • A successful hit by an Imp with Impish Mischief has double chance to degrade armour, after other multipliers such as durability enchants.
  • A successful hit by an Imp drains 2 Magic Point from the target. The Wyrm Master gains 1 Magic Point. The target cannot be drained to below 0 Magic Points, and the Wyrm Master will not gain Magic Points if the target has 1 or fewer Magic Points.Divine Providence prevents this Magic Point drain, and Tattoo of Inner Strength reduces the drain to 1 Magic Point (the Wyrm Master does not gain any Magic Points in this case).

Masterless Imps can be found roaming the demonic plane of Stygia, usually within the neighborhood of Uffern. These Wandering Monsters have the abilities of Imps summoned by a master who does not possess the Impish Mischief skill.