Imp and Familiar: Difference between revisions

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{{Inferno creatures}}{{Creature
{{InfernoCreaturesNew}}
| AI_Value  = 50
{{Creature/Imp}}
| Name      = Imp
{{Creature/Familiar}}
| Attack    = 2
| Defense  = 3
| Speed    = 5
| Growth    = 15 [[Birthing Pools|(+8)]]
| Damage    = 1–2
| Health    = 4
| Cost      = 50
| U_AI_Value= 60
| U_name    = Familiar
| No_spec  =
| U_attack  = '''4'''
| U_defense = '''4'''
| U_speed  = '''7'''
| U_health  = 4
| U_cost    = 60
| U_special = • '''[[Magic channel]]'''
| No_shots  =
| No_ushots =
}}


{{Cram|Imp Crucible|Imp|Familiar|no_dwelling=}}
'''Imps and Familiars''' are level 1 creatures of [[Inferno]]. They are recruited from the [[Imp Crucible]]. Building the [[Birthing Pool]] 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.
'''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. "{{-}}<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>
{{clear|left}}
== Dwellings & Portraits ==
{{DwellingPortrait
| dwelling      = Imp Crucible
| creature1      = Imp
| creature2      = Familiar
}}
{{clear|left}}
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
*{{H|Ignatius|Demoniac}}


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 Ability: Magic Channel ==
 
== 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.


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 ==
== Sounds ==
*{{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.
{{CreatureSounds|Imp}}
{{CreatureSounds|Familiar}}
{{SoundClickInfo}}
 
== Gallery ==
<gallery mode="packed-hover" heights="250px">
Imp render.gif
George-almond-imp.jpg| Sketch by [[George Almond]]
George-almond-familiar6.jpg| Sketch by [[George Almond]]
George-almond-familiar-color.jpg| Art by [[George Almond]]<br>[[Conquest of the Underworld]] "Campaign Map" image<br>(See [[Cerberus Gate]])
</gallery>


{{Fanopinion|
{{Fanopinion|
Imps and Familiars are literally one of the worst creatures in the game, upgraded or not, except for the [[peasant]], [[pixie]] which becomes a strong and fast unit when upgraded to [[sprite]], and the regular [[gremlin]], who becomes an useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for [[Demons]], or, with the [[Grail]] building of [[Inferno]], become more than a decent stack, with their double growth. Still, they are more expensive than they should be.
Imps and Familiars are literally one of the worst creatures in the game, upgraded or not, except for the [[peasant]], [[pixie]] which becomes a strong and fast unit when upgraded to [[sprite]], and the regular [[gremlin]], who becomes a useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for [[Demons]], or, with the [[Grail]] building of [[Inferno]], become more than a decent stack, with their double growth. Still, they are more expensive than they should be.
 
Enemy shooters will often prefer Imps to other Inferno creatures.  Therefore, if you intend to turn them into Demons anyway, a good tactic is to let them soak ranged attacks while the rest of your army closes the distance.
 
Familiars have decent speed for a level 1 creature and can be given to army-less scouting heroes to boost their overland movement.
}}<!-- end of fan opinion -->
}}<!-- end of fan opinion -->


{{creature 'see also'}}
{{creature 'see also'}}
* [[Comparison of Level 1 Creatures]]


[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__{{keywords}}
__NOTOC__

Latest revision as of 00:21, 4 November 2025

Inferno Creatures
Level

1

ImpImp Imp
Level

2

GogGog Gog
Level

3

Level

4

Level

5

Level

6

Level

7

Castle Creatures
Rampart Creatures
Tower Creatures
Inferno Creatures
Necropolis Creatures
Dungeon Creatures
Stronghold Creatures
Fortress Creatures
Conflux Creatures
Cove CreaturesPalace CreaturesNeutral Creatures
Factory CreaturesGrotto Creatures
Bulwark CreaturesForge Creatures
Palace CreaturesNeutral CreaturesNeutral Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures
Imp
2
3
1–2
4
5
Move
Ground
Size
1
Growth
15 (+8)
50
50
Cost

50

Familiar
4
4
1–2
4
7
Move
Ground
Size
1
Growth
15 (+8)
60
60
Cost

60

Imps and Familiars are level 1 creatures of Inferno. They are recruited from the Imp Crucible. Building the Birthing Pool 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.

"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. " RoE manual

Dwellings & Portraits[edit | hide | hide all]

Heroes with a specialty[edit | hide]

Special Ability: Magic Channel[edit | hide]

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.

Sounds[edit | hide]

ImpImp Atk Shoot Def Move Hurt Death Summon
Media:Heroes3 - Imp - AttackSound.webm style="display: none;" Media:Heroes3 - Imp - DefendSound.webm Media:Heroes3 - Imp - MoveSound.webm Media:Heroes3 - Imp - HurtSound.webm Media:Heroes3 - Imp - DeathSound.webm style="display: none;"
FamiliarFamiliar Atk Shoot Def Move Hurt Death Summon
Media:Heroes3 - Familiar - AttackSound.webm style="display: none;" Media:Heroes3 - Familiar - DefendSound.webm Media:Heroes3 - Familiar - MoveSound.webm Media:Heroes3 - Familiar - HurtSound.webm Media:Heroes3 - Familiar - DeathSound.webm style="display: none;"

Note: Clicking the icons will play the corresponding sound. Volume control in left side panel.

Gallery[edit | hide]

User Commentary

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Imps and Familiars are literally one of the worst creatures in the game, upgraded or not, except for the peasant, pixie which becomes a strong and fast unit when upgraded to sprite, and the regular gremlin, who becomes a useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for Demons, or, with the Grail building of Inferno, become more than a decent stack, with their double growth. Still, they are more expensive than they should be.

Enemy shooters will often prefer Imps to other Inferno creatures. Therefore, if you intend to turn them into Demons anyway, a good tactic is to let them soak ranged attacks while the rest of your army closes the distance.

Familiars have decent speed for a level 1 creature and can be given to army-less scouting heroes to boost their overland movement.


See Also:[edit | hide]