Category:Imps

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The Imps, despised and loathed by everyone, are mostly found at the fringes of Midgaardian civilization. At least that is true for the common incarnations of this race, the lesser and minor imps. Some of the more distant relatives are quite secretive - the reason for this, as most Midgaardian's will testify - is most likely their fear to face up to any proper work or fight.

In rare circumstances Imps seem do be struck down by an odd kind of disease, causing an extreme form of metamorphosis. Some claim that this is not an illness, but a voluntary action. Either way, during this process the appearance and abilities of the Imp are completely transformed - but surely not always to the better.

This is an evolutionary race. They can go through radical changes at the following levels once they decide to evolve and have acquired the necessary knowledge:

Lev.25->Hero(1)->Hero(250)->Hero(500)->Hero(750)->Lord(1)->Lord(300)

Continued growth without evolving into a new form will become harder and harder once beyond the suitable size, until it becomes completely impossible. Similar, there is no shortcut through the process of growth, every inch of the way has to be gone.

Due to the innate curse of Imps in their various forms they will never be able to follow the path of priesthood.

Another distinct kind of Imps are known to steal gear from other travelers. Those creatures are known as Gear Imps, and have their own separate story. (See Help Imping)

Evolution Level Race Abbreviation TNL Size Dmg Mod Racials
Creatable Lesser Imp LsI 5000 very small -1.5 Cursed, Wimpy, Nosun
25 Minor Imp MnI 4000 small -1 Cursed, Wimpy, Nosun
Hero 1 Dust Imp DtI 3333 small -.5 Cursed, Earthtremor, Infravision, Nosun, Imbue
Hero 250 Wave Imp WvI 2857 small 0 Cursed, Swim, Aquatic, Airdome, Imbue
Hero 500 Vapour Imp VpI 2857 small 0 Cursed, Fly, Suffocate, Windblast, Discorporate, Imbue
Hero 750 Pyro Imp PyI 2500 medium 1 Cursed, Tail, Armorleather, Powerthrust, Fireaura, Imbue
Lord 1 Lesser Elemental LsE 2500 large 2 Align
Lord 300 Pain Elemental PaE 2000 very large 3 Align, Pain Aura
Note: racial damage modifiers in this table are not reliable numbers, they are guesses.


See the individual pages for each race for more details.

  • Well-Suited to Be: Mon, Rog, Mag, Wzd, Sor, Mnd, Psi
  • Ill-Suited to Be: Cle, Dru, Fus, Arc, Prs, Pal

Comments

Imps begin as the worst race in the game, and evolve into one of the most powerful. They excel at dealing physical and magical damage and their racials give them a great deal of flexibility and survivability once they reach Lord, with high mana and hp. Because of their inability to worship until Lord, Paladin is strongly discouraged, and Priest is apparently impossible to create. They retain a poor divine mod at Lord, and therefore do not make good Clerics. Remort classes are not a popular choice in general with Imps, as remorting reverses their evolutionary process; however, sorcerer would be a strong option, if extremely difficult to hero.

Can become a Mindbender whilst a Dust Imp.

Although Imps start out as a small race, they grow in size and after hero 749 are large enough to make the Fus skills that rely on small size fairly useless. This also makes it impossible for them to go Bod.

Pyro Imps of virtually any class have very little difficulty killing the Ultimate Dragon thanks to racial fire aura.

Imps cannot morph early, they have to go to 999 and automorph. Also, because of racial curse, evolutions before LSE cannot hog themselves.

FUN FACT! Vincent, the ticket mob for Imp evolution quests, scavenges, and is in a safe room. So don't do anything stupid like log off in his room before giving him your orb, unless you have a burning desire to re-do your quest! Vincent is in Ancient Bronze Wyrm one north of The Ancient Bronze Wyrm Kastinius.

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Pages in category "Imps"

The following 8 pages are in this category, out of 8 total.