Imp and Familiar: Difference between revisions

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{{Creature
{{Inferno creatures}}{{Creature
  | lvl      = 1
  | AI_Value = 50
  | Town      = Inferno
  | Name      = Imp
  | Name      = Imp
  | Attack    = 2
  | Attack    = 2
  | Defence   = 3
  | Defense   = 3
  | Speed    = 5
  | Speed    = 5
  | Growth    = 15
  | Growth    = 15 [[Birthing Pools|(+8)]]
  | Damage    = 1–2
  | Damage    = 1–2
  | Health    = 4
  | Health    = 4
| Shots    = -
  | Cost      = 50
  | Cost      = 50
  | Special  = None
  | U_AI_Value= 60
  | U_name    = Familiar
  | U_name    = Familiar
  | U_attack  = 4
| No_spec  =
  | U_defence = 4
  | U_attack  = '''4'''
  | U_speed  = 7
  | U_defense = '''4'''
| U_damage  = 1–2
  | U_speed  = '''7'''
  | U_health  = 4
  | U_health  = 4
| U_shots  = -
  | U_cost    = 60
  | U_cost    = 60
  | U_special = [[Magic channel]]
  | U_special = [[Magic channel]]
| No_shots  =
| No_ushots =
}}
}}


'''Imps and familiars''' are level 1 creatures of [[inferno town]]. They are recruited from the [[imp crucible]].
{{Cram|Imp Crucible|Imp|Familiar|no_dwelling=}}
'''Imps and Familiars''' are level 1 creatures of [[Inferno]]. They are recruited from the [[Imp Crucible]].


{{Town creatures
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.
| town  = Inferno
 
| lvl_1B  = Imp
Building the [[Birthing Pools]] increases [[Imp and Familiar]] growth by 8 per week.
| lvl_1U = Familiar
===== Special ability =====
| lvl_2B = Gog
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.
| lvl_2U = Magog
 
| lvl_3B = Hell hound
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.
| lvl_3U = Cerberus
 
| lvl_4B = Demon
===== Heroes with a specialty =====
| lvl_4U = Horned demon
 
| lvl_5B = Pit fiend
*{{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.
| lvl_5U = Pit lord
 
| lvl_6B  = Efreet
{{creature 'see also'}}
| lvl_6U = Efreet sultan
| lvl_7B = Devil
| lvl_7U = Arch devil
}}  


[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__

Revision as of 05:22, 16 December 2018

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 Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
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
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.

Building the Birthing Pools increases Imp and Familiar growth by 8 per week.

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
  • Ignatius 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: