Difference between revisions of "Wave Imps"

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Revision as of 20:31, 1 May 2018

Wave Imp Statistics Tables
Hero-Tier Wave Imp Statistics by Class
bzk, bod, pal,
war
asn, mag, mnd,
psi, sor, wzd
cle, dru, prs
arc, bci, fus,
mon, rog, shf
ran
Str 27–27 (30) 21–21 (24) ??–?? (??) 21–21 (24) ??–?? (??)
Int 18–21 (24) 24–27 (30) ??–?? (??) 21–21 (24) ??–?? (??)
Wis 19–19 (22) 19–19 (22) ??–?? (??) 19–19 (22) ??–?? (??)
Dex 20–22 (25) 20–22 (25) ??–?? (??) 28–28 (31) ??–?? (??)
Con 19–19 (22) 19–19 (22) ??–?? (??) 19–19 (22) ??–?? (??)
NOTES: numbers in each cell above are initial trained value – maximum trainable value (maximum allowable value for non-devotees); class prime requisites are green.


Wave imps typically appear as silver-skinned humanoids with seaweed-like hair. They bare the same CURSE as their lesser cousins, but they have developed an innate connection to the element of water. They possess the ability to SWIM, and their AQUATIC nature grants them greater ability while in water. Some wave imps possess the innate ability to force the water apart around them, creating an AIR DOME.

  • Abbreviation: WvI.
  • Well-Suited to Be: ?
  • Ill-Suited to Be: ?

Comments

On reaching Hero 500 and after completing a Quest they can evolve into Vapour Imps.

They have a +10% mana cost mod for all spells, and a low but reliable fail rate (5% or so).

For more general comments about this evolutionary race check Imps.