Editing Imp and Familiar
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
| 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 | ||
Line 27: | Line 27: | ||
''"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. 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. | ||
== Special | == 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. | 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. | ||
Line 36: | Line 36: | ||
== 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. | ||
{{Fanopinion| | {{Fanopinion| | ||
Line 51: | Line 46: | ||
{{creature 'see also'}} | {{creature 'see also'}} | ||
[[Category: Creatures]] | [[Category: Creatures]] | ||
__NOTOC__ | __NOTOC__{{keywords}} |