Difference between revisions of "Imp"
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These small, blue humanoid creatures with feathery wings are known for their heightened senses and mischievousness. Their big ears help them pinpoint where any sound is coming from, no matter how quiet the sound is. In some cases, people have seen them rush towards a pin seconds after it dropped, somehow knowing exactly where it was. Additionally, their antennas sense vibrations and movement, giving them a sixth sense of some sort. With a face constantly displaying a devilish grin, one can tell an Imp got away with something if it emits high-pitched laughter and sounds of amusement. | These small, blue humanoid creatures with feathery wings are known for their heightened senses and mischievousness. Their big ears help them pinpoint where any sound is coming from, no matter how quiet the sound is. In some cases, people have seen them rush towards a pin seconds after it dropped, somehow knowing exactly where it was. Additionally, their antennas sense vibrations and movement, giving them a sixth sense of some sort. With a face constantly displaying a devilish grin, one can tell an Imp got away with something if it emits high-pitched laughter and sounds of amusement. | ||
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| − | <div style= | + | <div style="text-align: justify;">Despite their neutrality, Imps are extremely mischievous and love to play tricks on people. They often trip people and steal from them, scurrying away after taking their items. Moreover, Imps love stealing purses and bags because of the high chance of finding candy and coins inside them.</div> |
| − | <div style= | + | <div style="text-align: justify;">Imps feed on candy and food dropped on the floor by passing civilians. If they cannot find food on the ground, they will sneak into shops and snatch some or steal some from nearby wizards. </div> |
| − | <div style= | + | <div style="text-align: justify;">Currently, there is no known way to tame an imp. No matter how much you feed them or give them what they want, they will continue to steal and play tricks; it is an innate trait of theirs.</div> |
<br /><br />Imps have a total of '''465 HP''' each. Their basic melee attack deals '''93 damage''' and they have three special abilities known as missile, dash, and dodge. After being hit with a damage spell, an Imp will either aim a projectile missile of blue and white particles at the player, dash towards the player, or dodge by strafing left and right. If the player gets hit by either, '''139 damage''' is dealt. To best counter this mob, it is best to have gear equipped as it helps in dealing more damage and protects against any hits. | <br /><br />Imps have a total of '''465 HP''' each. Their basic melee attack deals '''93 damage''' and they have three special abilities known as missile, dash, and dodge. After being hit with a damage spell, an Imp will either aim a projectile missile of blue and white particles at the player, dash towards the player, or dodge by strafing left and right. If the player gets hit by either, '''139 damage''' is dealt. To best counter this mob, it is best to have gear equipped as it helps in dealing more damage and protects against any hits. | ||
Revision as of 10:43, 6 April 2021
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Overview
Imps are a level 25, neutral mob in Potterworld. They are found along the stone alleyways of Shade Alley, London. Their exclusive mob drops are not required in any quests but can be used for Professions.
These small, blue humanoid creatures with feathery wings are known for their heightened senses and mischievousness. Their big ears help them pinpoint where any sound is coming from, no matter how quiet the sound is. In some cases, people have seen them rush towards a pin seconds after it dropped, somehow knowing exactly where it was. Additionally, their antennas sense vibrations and movement, giving them a sixth sense of some sort. With a face constantly displaying a devilish grin, one can tell an Imp got away with something if it emits high-pitched laughter and sounds of amusement.
Behaviour and Defence
Imps are a neutral mob. Upon nearing their habitat, they will begin to spawn and will not immediately attack a player due to their tame nature, unless that player harms them first.
Imps have a total of 465 HP each. Their basic melee attack deals 93 damage and they have three special abilities known as missile, dash, and dodge. After being hit with a damage spell, an Imp will either aim a projectile missile of blue and white particles at the player, dash towards the player, or dodge by strafing left and right. If the player gets hit by either, 139 damage is dealt. To best counter this mob, it is best to have gear equipped as it helps in dealing more damage and protects against any hits.
Habitat
Within Potterworld, Imps roam the back alleys of Diagon Alley, London, playing tricks on local shop owners and dark wizards. No one knows where they are originally from, but they keep popping up around Shade Alley. This spawn area resides in a Plains biome containing stone brick alleyways and shops such as Chimney Sweep Elf, Dystyl Phaelanges, and Borkin & Brambles. No Herbology plant nodes can be found here.
Defeat
As a level 25 mob, Imps have the chance of dropping level 21-30 gear materials such as Native Copper, Fragile Velvet, Rough Amethyst, and Brittle Cedar. There is a rare chance of them dropping Lvl 21-30 Gear Recipes. Additionally, the mob drops exclusive Imp drops. These include Imp Brain, Imp Ear, and Imp Remains, which can be used in crafting the following Profession items: Jester's Stew III, Puffing Pod Tea III, Hijinx Mixture III, and Restoration Draught III.