Difference between revisions of "Imps"
Ghettofetto (talk | contribs) (→LSE) |
(→DTI) |
||
Line 39: | Line 39: | ||
In the [[:Category:Ancient Bronze Wyrm|ancient bronze wyrm]] area, find the the Bronze Wyrm. You can't enter the room with Vincent without killing the wyrm because the lever needed to open the door won't appear until the Wyrm is dead. Use an alt or ask a friend, it's pretty big and it tails/breaths (obviously). Go north after you pull the lever. You'll find Vincent and all you have to do is listen to him talk to evolve. | In the [[:Category:Ancient Bronze Wyrm|ancient bronze wyrm]] area, find the the Bronze Wyrm. You can't enter the room with Vincent without killing the wyrm because the lever needed to open the door won't appear until the Wyrm is dead. Use an alt or ask a friend, it's pretty big and it tails/breaths (obviously). Go north after you pull the lever. You'll find Vincent and all you have to do is listen to him talk to evolve. | ||
+ | |||
+ | Dti get a psi bonus so are able to prestige to [[:Category:Mindbenders|Mindbender]]. | ||
Dti get a +1 str. Their tnl is 3333 | Dti get a +1 str. Their tnl is 3333 |
Revision as of 07:54, 22 August 2010
The Imps, despised and loathed by everyone, are mostly found at the fringes of Midgaardian civilization. At least that is true for the common incarnations of this race, the lesser and minor imps. Some of the more distant relatives are quite secretive - the reason for this, as most Midgaardian's will testify - is most likely their fear to face up to any proper work or fight.
In rare circumstances Imps seem do be struck down by an odd kind of disease, causing an extreme form of metamorphosis. Some claim that this is not an illness, but a voluntary action. Either way, during this process the appearance and abilities of the Imp are completely transformed - but surely not always to the better.
This is an evolutionary race. They can go through radical changes at the following levels once they decide to evolve and have acquired the necessary knowledge:
Lev.25->Hero(1)->Hero(250)->Hero(500)->Hero(750)->Lord(1)->Lord(300)
Continued growth without evolving into a new form will become harder and harder once beyond the suitable size, until it becomes completely impossible. Similar, there is no shortcut through the process of growth, every inch of the way has to be gone.
Due to the innate curse of Imps in their various forms they will never be able to follow the path of priesthood.
Another distinct kind of Imps are known to steal gear from other travelers. Those creatures are known as Gear Imps, and have their own separate story. (See Help Imping)
- Abbreviation: (starts at) LSI, then MNI > DTI > WVI > VPI > PYI > LSE > PAE.
- Racial Size: (starts at) very small.
- Racial TNL: (starts at) 5000 XP.
- Well-Suited to Be: ?
- Ill-Suited to Be: ?
Comments
MNI
To evolve to Minor Imp there is a little quest involved. Look for an oracle, follow a mountain path north of the meadow. The level range of the area you are looking for has a maximum level lower than 16. Give the oracle 1 gold coin, she will then tell you that you need to get 3 items for her. Note: one of the items she needs is a potion, another is a pill give her these and she will convert them into tickets with a funky bright color rename, get the third item which is already a ticket and give her them, she will then give you a scroll, give her this back, she will then bind it to you and give it you back and thats it you now only need to get to lvl 25 and evolve. The scroll is involved in the MNI->DTI Quest.
Mni also get a +1 to str, int, wis, and con. Their tnl is 4000
DTI
In the ancient bronze wyrm area, find the the Bronze Wyrm. You can't enter the room with Vincent without killing the wyrm because the lever needed to open the door won't appear until the Wyrm is dead. Use an alt or ask a friend, it's pretty big and it tails/breaths (obviously). Go north after you pull the lever. You'll find Vincent and all you have to do is listen to him talk to evolve.
Dti get a psi bonus so are able to prestige to Mindbender.
Dti get a +1 str. Their tnl is 3333
Dti War Base stats: 27 18 19 20 19
WVI
Go see Tannah in the obsidian tower and be prepared to fight. Bring friends as I doubt you can win alone. As soon as you enter and she notices a dti, she'll talk and then summon 2 Earth Elementals to help her fight you. When she summons, an Orb of Silt will appear upon her. Loot it from her corpse after she dies. To evolve, you have to give it to Vincent when you're level 250. Unfortunately, it is a ticket item so you cannot save with it. So it is propbably best to do it after you hit 250.
Tnl is 2857.
Wvi War base stats: 27 21 19 22 19
VPI
tele/portal shipwreck merchant (island of the lost area) enter glimmer
With a water imp in group kill all mephits and a special message will appear and a lever should show on ground. Pull the lever to reveal a down exit from where you first entered glimmer. (hint, you can just type exit and go to the room which doesn't have maze in its name to get to the down, all rooms in maze is connected to this).
Mephits are sanced, but not particularly hard, they can hit a bit.
When you head down you will encounter elementals that are unsanced and weak. As you make your way north watch for the entrance to the throne room name, next room is sorta mean. It has a biggish sanced mob (keyword: pretender, scan description: massive) and probably a few elementals (they wander though, I think). You definitely want to group to bring down this mob, haven't played much with it but would estimate two biggish casters and the imp tanking as a minimum, more is better.
You want to bring the orb from the pretender back to Vincent and evolve.
PYI
This is in battleground. Go to Greigon - at the far north of the area head up past the giants until you find his room. If you enter alone and no one else is in the area his mprog will open a vortex.
Entering the vortex will take you to a maze with a bunch of tough mobs. If you reach theend of the maze (saferoom) in time you will see a pedestal and the orb. There are a couple of ways to do this.
1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end.
2) Group - get a big group (the mobs area spell/gas so get brutes) and have them wait in sanctum. Go open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you [NOTE: if you nexus/portal in Greigon's room you may screw up the vortex - but I haven't confirmed this]. Then take the group into the vortex, drop a coin, clear the mobs (about 15 of them) and proceed through the maze. You can send groupmates over a room before scanning to see which rooms are unique.
Note: the maze randomizes and resets on a timer. I don't recall how long it is, but at the most you have until the next repop. If you chose to solo it, keep in mind that you can discorporate as though it didn't have an exhaust when you're in the maze (this may get fixed).
LSE
Get the first shot on the Istone mob, the Lodestone Mob, and the Sceptre mob. Keep in mind that Sceptre and Lode are reboot only. You need to get the first shot in so the shards spawn. Don't be afraid of dying since you're about to evolve anyways!
PAE
There is a portal to enter in the Mem. Lane run. Enter it, and kill all the leeches (within a re-pop). A ticket will spawn. Take the ticket into the shack and give it to the mob there. Boss battle with the group.