Imp and Familiar

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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
Efreet Efreet
Efreet Sultan Efreet Sultan
Level 7
Devil Devil
Arch Devil Arch Devil
Other towns
Castle creatures Rampart creatures Tower creatures
Inferno creatures Necropolis creatures Dungeon creatures
Stronghold creatures Fortress creatures Conflux#Creatures
Statistics
Imp
Creature Imp.gif
 Cost per troop 
Resource Gold 20x18.gif
50

Attack 2
Defense 3
Damage 1–2
Health 4
Speed 5
Movement Ground
Size 1
Growth 15
Familiar
Creature Familiar.gif
 Cost per troop 
Resource Gold 20x18.gif
60

Attack 4
Defense 4
Damage 1–2
Health 4
Speed 7
Movement Ground
Size 1
Growth 15
 Special abilities:
Magic channel

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.

Special ability[edit]

While imps posses 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 recieved 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.