 |
This creature is in the Demons class. Diabolic Imp
1950 hit points
1950 Experience points per kill
|
| Summon/Convince: |
--/-- (Creature Illusion is not possible) |
| Abilities: |
Melee (0-150) (poisons you) Fireball(0-250), Fire Explosion (0-400), Poison in melee, Invisibility (lasts few seconds only), Strong Haste, Self-Healing (fast). |
| Est. Max. Damage: |
700 hp per turn |
| Immune To: |
Fire Damage, Paralysis, Invisibility, Life Drain
|
| Strong Against: |
Earth Damage, Death Damage |
| Weak Against: |
Ice Damage, Holy Damage |
| Sounds: |
"Muahaha!"; "He he he." |
| Behavior: |
Fights from range, runs away at low health. |
| Field Notes: |
|
| Location: |
Pits of Inferno. |
| Strategy: |
Diabolic Imps deal much greater damage if they're fighting from range, corner them to get in close. They heal so fast that knights should use both melee and Berserk. Keep in mind that they have some kind of resistance against Fierce Berserk, and it will hit a lot lower than the normal Berserk. Try to keep them trapped when they use haste, because you CANNOT outrun them, and you may end up luring other monsters while chasing the imp, assuming he will get out of your screen pretty fast. |
| Loot: |
0-75 gp, Scimitar, 0-2 Blank Rune, Cleaver, Pitchfork, 0-3 Small Amethyst, 0-2 Concentrated Demonic Blood, Demonic Essence, Double Axe, Guardian Shield (semi-rare), Soul Orb (semi-rare), Necrotic Rod (rare), Stealth Ring (rare), Magma Monocle (rare), Demonbone Amulet (very rare), Death Ring (very rare), Magma Coat (very rare). |
See also: Creatures.
| |