Imp and Familiar: Difference between revisions

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[[Category: Creatures]]
[[Category: Creatures]]
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Revision as of 22:07, 20 March 2020

Inferno creatures
Level 1
Imp Imp
Familiar Familiar
Level 2
Gog Gog
Magog Magog
Level 3
Hell Hound Hell Hound
Cerberus Cerberus
Level 4
Demon Demon
Horned Demon Horned Demon
Level 5
Pit Fiend Pit Fiend
Pit Lord Pit Lord
Level 6
Efreeti Efreeti
Efreet Sultan Efreet Sultan
Level 7
Devil Devil
Arch Devil Arch Devil
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Imp
 Cost per troop 

50

Attack 2
Defense 3
Damage 1–2
Health 4
Speed 5
Movement Ground
Size 1
Growth 15 (+8)
AI Value 50
Familiar
 Cost per troop 

60

Attack 4
Defense 4
Damage 1–2
Health 4
Speed 7
Movement Ground
Size 1
Growth 15 (+8)
AI Value 60
 Special abilities:
Magic channel
Portraits
Shadow of Death   Horn of the Abyss
Imp Crucible  

Imps and Familiars are level 1 creatures of Inferno. They are recruited from the Imp Crucible.

"Small, frail, and armed only with their natural scratching claws, imps and familiars are among the weakest units in the game. They are, however, produced in great numbers. When familiars are on the battlefield, they channel 20% of spell points spent by enemy spellcasters directly into their hero's spell point pool. " RoE manual

Building the Birthing Pools increases Imp and Familiar growth by 8 per week. With the Grail building of Inferno built, the Deity of Fire, will also make every upcoming week to be the week of the imp, which will double their growth.

General Tactics and Info

Imps and Familiars are literally the worst creature in the game, upgraded or not, except for the peasant and the regular gremlin, who becomes an useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for Demons, or, with the Grail building of Inferno, become more than a decent stack, with their double growth. Still, they are more expensive than they should be.

Special ability

While Imps possess no special abilities, Familiars have ability phrased as magic channel. It enables hero to gain spell points during combat if the enemy hero casts any spells and at least one stack of familiars are alive. Mana received this way is 20% of the points the enemy hero uses for the spell (rounded down). The points go straight to hero's mana pool and are at disposal the next time hero wishes to cast a spell.

However, the effect is not cumulative, which means that the channeling works only once no matter the number of familiar stacks. Naturally, the channeling does not work if all the familiar stacks have died during combat.

Heroes with a specialty

  • IgnatiusIgnatius Ignatius the Demoniac has imps as a specialty, which increases the attack and defense skills of any imps or familiars for each level attained after 1st level and gives them a speed bonus of 1.

See also: