Dust Imps

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Dust Imp Statistics Tables
Hero-Tier Dust 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 19–27 (30) 16–21 (24) 16–21 (24) 16–21 (24) 16–21 (24)
Int 16–18 (21) 19–24 (27) 16–18 (21) 16–18 (21) 16–18 (21)
Wis 16–19 (22) 16–19 (22) 19–25 (28) 16–19 (22) 16–19 (22)
Dex 18–20 (23) 18–20 (23) 18–20 (23) 21–26 (29) 18–20 (23)
Con 16–19 (22) 16–19 (22) 16–19 (22) 16–19 (22) 19–24 (27)
NOTES: numbers in each cell above are initial trained value – maximum trainable value (maximum allowable value for non-devotees); class prime requisites are green.

Dust imps have begun their first stages of evolution to elemental form. While still diminutive in stature, they posess some basic control over the elements around them. Though they still bare a powerful CURSE and do not function well in direct sunlight, they have developed INFRAVISION to help them see in the dark. In addition, their innate connection to the earth enables them to cause an EARTH TREMOR to occur beneath the feet of their foes.

  • Abbreviation: DtI.
  • Well-Suited to Be: monk
  • Ill-Suited to Be: any caster

Comments

Dust Imps are able to prestige to Mindbender at hero 1-101, As long as they have the required practices.

On reaching Hero 250 and after completing a Quest they can evolve into Wave Imps.

They have a +30% arcane cost penalty, +40% divine and +20% psionic. Casting fail rate seems to be at least 20%. They regenerate mana and hit points very slowly.

For more general comments about this evolutionary race check Imps.