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Diabolic Imp

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Properties

Property Value
Combat Properties
Health 1950
Experience 2900
Armor 28
Est. Max Dmg 870
Summon (not possible)
Convince (not possible)
General Properties
Name Diabolic Imp
Classification Imps
Spawn Type
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Holy 110%
Death 90%
Fire 0%
Energy 100%
Ice 110%
Earth 50%
Drown 100%
Life Drain 0%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Walks around Energy
Walks through Fire
Poison
Other Properties
Version 7.9
December 12, 2006
Status Active
Help
Diabolic Imp
You see a diabolic imp.
  • Muahaha!
  • He he he.

Notes

Imps are some of the smaller and physically weaker demons. The only thing that allows them to exist in the demonic society, that has no tolerance for weakness, is their cunning and the magical forces they have under their command. Diabolic Imps tend to be somewhat cowardly and when it comes to the crunch, they esteem the value of their own lives much higher than any agenda of the master they might serve. For this reason, they are not trusted and, despite their intelligence, rarely appointed to any position of power or influence. The scheming little Diabolic Imps still found their niche in the demon society. They often serve in logistics or as messengers. In the latter role, they are frequently sent to the realm of the mortals. Here they even pose as advisors of mortal allies of the demon kind for a while.

Diabolic Imps have 2 bosses: The Imperor and Minishabaal (not in game anymore).

Abilities

Melee (0-240) (poisons from 8hp), Fireball (100-240), Fire Explosion (300-430), Invisibility (lasts in 1 second), Strong Haste (lasts 2 seconds), Self-Healing (slow, 650-800), Skill Reducer (Reduces your Melee Skills to about 20%-30% for up to 10 rounds).

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    +10%
  • Death
    Damage Icons
    -10%
  • Fire
    Damage Icons
    -100%
  • Energy
    Damage Icons
    +0%
  • Ice
    Damage Icons
    +10%
  • Earth
    Damage Icons
    -50%
  • Drown
    Damage Icons
    +0%
  • Life drain
    Damage Icons
    -100%

Behavior

Fights from range, runs away at Low Health.

Strategy

Since the Melee poisons you, it's better to keep distance as a Mage or Paladin. Knights should try to trap him and use Melee, Brutal Strike and Berserk. Make sure to keep an eye on your Skills so you don't waste lots of Mana on your attack spells when it has lowered your skills. Try to corner them because when they use Haste they are extremely fast, and you won't be able to outrun them. A good strategy to kill these as a Mage at the Fenrock spawn is to Summon a Fire Devil or another creature immune to Fire Damage and let it block the ranged attacks while you use Ice Strike and Strong Ice Strike. Depending on your level you might want to use Magic Shield.

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