Editing Imp and Familiar
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Latest revision | Your text | ||
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| Defense = 3 | | Defense = 3 | ||
| Speed = 5 | | Speed = 5 | ||
| Growth = 15 [[Birthing | | Growth = 15 [[Birthing Pools|(+8)]] | ||
| Damage = 1–2 | | Damage = 1–2 | ||
| Health = 4 | | Health = 4 | ||
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| U_health = 4 | | U_health = 4 | ||
| U_cost = 60 | | U_cost = 60 | ||
| U_special = | | U_special = [[Magic channel]] | ||
| No_shots = | | No_shots = | ||
| No_ushots = | | No_ushots = | ||
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''"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. "{{-}}<sup>[[Restoration of Erathia Manual Page 97|RoE manual]]''</sup> | ''"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. "{{-}}<sup>[[Restoration of Erathia Manual Page 97|RoE manual]]''</sup> | ||
Building the [[Birthing | Building the [[Birthing Pools]] increases [[Imp and Familiar]] growth by 8 per week. | ||
===== Special ability ===== | |||
== Special | |||
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. | 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. | 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 == | ===== Heroes with a specialty ===== | ||
*{{H|Ignatius|Demoniac}} has imps as a [[Specialty#Creature_specialties|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. | *{{H|Ignatius|Demoniac}} has imps as a [[Specialty#Creature_specialties|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. | ||
{{creature 'see also'}} | {{creature 'see also'}} | ||
[[Category: Creatures]] | [[Category: Creatures]] | ||
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