Difference between revisions of "Summon Shield Imp"

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(Description)
(User Notes)
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==User Notes==
 
==User Notes==
This buff is really only useful if you are 1-hitting your monsters. This is because the imp will block all hits for you which would have hurted you in the first place (= your HP would have been reduced to zero causing your death). If you are two-hitting your creatures, expect to loose 1 imp health point per combat...
 
 
The above is not true if your two+ hit setup has sufficient defense that the creature cannot hit you OR if your armor + HP are higher than the damage dealt by the creature (but beware of the creature's critical hit and/or piercing strike enhancements, if any).  If you use a defense based setup the imp is still very useful as it will only lose HP on the 2% random "lucky hits".  You can further improve the usefulness of the imp + defense set up by using high-powered buffs/potions such as wither, spectral knight, shatter armor, deathwish, or shield strike, which may enable you to one-hit when they trigger.
 
--[[User:Ghafla|Ghafla]] 10:19, 4 July 2010 (BST)
 
 
{{Skill Categories}}
 
{{Skill Categories}}
 
[[Category:Skills]][[Category:Defense Skills]]
 
[[Category:Skills]][[Category:Defense Skills]]

Revision as of 02:38, 24 March 2011

Description

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Name: Summon Shield Imp
Level: 400
Description: Creates an Imp which will absorb 100% of damage inflicted when the damage is greater or equal to your remaining HP. Each full absorb uses one of the Shield Imp's hit points. The Shield Imp starts with 3 hit points and gains one for each 50 points placed in this skill. The Shield Imp auto-debuffs when it reaches zero hit points. (Note Super-Elites can crush the imp in a single turn regardless of hit points remaining and it only works in PvE).
Stamina: 50
Duration: 60 Minutes
Prerequisites:

Max. Modifier: 13 hit points per Shield Imp with 500 points

Potions with this Skill

User Notes

Skill Categories
Offense Skills Defense Skills Special Skills Potion Only Skills