Imp

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Imp
Imp - Logbook Model.jpg
Health 140 (+42 per level)
Health Regen 0.6 (+0.12 per level) hp/s
Damage 10 (+2 per level)
Speed 10 m/s

The Imp is a returning floating demon-like monster in Risk of Rain 2, and is part of the Imp.png Imp.pngImp
HP: 140 (+42 per level)
Damage: 10 (+2 per level)
Class: Melee
Speed: 10 m/s
Armor: 0
Imp Overlord.png Imp Overlord.pngImp Overlord
Lord of the Red PlaneHP: 2800 (+840 per level)
Damage: 16 (+3.2 per level)
Class: Melee / Ranged
Speed: 13 m/s
Armor: 20
Imp monster family.

Environments

  • Abyssal Depths.png Abyssal DepthsAbyssal Depths.pngAbyssal Depths (Stage 4)
    Tectonic Relics
    You dream of fire.

    A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain.
  • Rallypoint Delta.png Rallypoint DeltaRallypoint Delta.pngRallypoint Delta (Stage 3)
    'Contact Light' Survivor Camp
    You dream of quiet snowfall.

    Rallypoint Delta is the remains of a makeshift camp constructed by a group of scattered crew members from the UES Contact Light, somewhere in the frigid tundra of Petrichor V.
  • Scorched Acres.png Scorched AcresScorched Acres.pngScorched Acres (Stage 3)
    Wisp Installation
    You dream of wind, blowing through trees.

    Large, circular platforms make up the majority of the stage, and embers float through the air.
  • Imp Family Event only:
    • Abandoned Aqueduct.png Abandoned AqueductAbandoned Aqueduct.pngAbandoned Aqueduct (Stage 2)
      Origin of Tar
      You dream of sand beneath your feet.

      Massive skeletons and pools of tar are littered around, and a towering aqueduct pouring down tar dominates the area.
    • Sundered Grove.png Sundered GroveSundered Grove.pngSundered Grove (Stage 4)
      Dormant Locus
      You dream of violent growth.

      Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins.
  • Other Environments with the DissonanceArtifact of Dissonance enabled

Skills & Behavior

Any single instance of damage that deals more than 35% of the Imp's total health will stun it and interrupt its attacks or movement.

Primary: Abyssal Slash

The Imp slashes twice in front, dealing 150% damage per hit and inflicting Status Bleeding.png BleedStatus Bleeding.pngBleed (Debuff)
Damage over time.Deals 240% damage over time [3 x proc coefficient] (20% per tick, 4 ticks per second).
(stackable)
for 5 ticks, with each dealing 20% damage. Each slash moves the Imp a bit forward. The attack lasts for 1.2 seconds in total, which scales with attack speed.

This skill has a cooldown of 1 second and each slash has a proc coefficient of 0.4.

Utility: Abyssal Blink

The imp can "blink" (teleport) a short distance away. It looks ahead up to 9m and finds the closest ground node point from that spot to teleport to. This means that if the Imp is currently in the air, it will teleport to the ground. If it is facing a cliff, where no node points exist, it may blink backwards. It is very likely the closest node point will not be where the Imp is facing or heading to and will therefore appear to teleport in a zig-zag pattern.

This skill has a cooldown of 5 seconds. The Imp can store three charges of this skill.

Behaviors

  1. Use primary and chase off nodegraph: the Imp must be within 9m from its target. The skill must be initially off cooldown for it to be selected, but it will remain active for 3 seconds, meaning the Imp will continue chasing for the duration and activate the skill whenever it comes off cooldown again.
  2. Blink (close): the Imp must be within 8-25m from its target. This behavior will remain active for 1 second and cannot be chosen twice in a row. It is mainly used to close in the distance.
  3. Strafe waiting for the primary: the Imp must be within 10m from its target and have line of sight.
  4. Chase off nodegraph: the Imp must be within 10-20m from its target and have line of sight. If it is within 10-20m from its target, it will effectively alternate betwen blinking and after 1 second selecting this behavior, which then allows it to blink again (assuming it has any charges left). This can allow the player to tactically exhaust the Imp's utility charges before they attempt to take an accurate shot at it.
  5. Blink (far): the Imp must be at least 50m away from its target and have line of sight. This behavior cannot be chosen twice in a row.
  6. Chase: no requirements. If the Imp is more than 50m away, it will effectively alternate between this and blinking to close the distance whenever the skill is off cooldown.

Lore

> Automated report 55a695f4fdc6d7d961a8d74339675ca8 is now available from site record 6747a1a75787e7a92375a0d86974657d.
> Please refer to record 6747a1a75787e7a92375a0d86974657d for additional details during your review.
> Report Type: Machine-generated Transcription> base Vernacular Profile “Brian”
> - Source: 6747a1a75787e7a92375a0d86974657d (Unknown Material Artifact #4913)
> Priority: High
> Report Content:

-- Beginning of Excerpt Flagged for Review --

Ever since we've arrived there has been no shortage of nightmares for our party. Long nights and unnaturally regular eclipses have made sunlight scarce and we must, appallingly, resort to risking our lives hunting and devouring the local fauna like lowly beasts. While the air is breathable, it is no blessing; we have been unable to escape the foul smell that we can only now assume is simply a part of the atmosphere on this world. Worst of all, attempts to return through the portal have been unsuccessful in our weakened state. It takes considerable effort to enter [the between space] - and we lack the strength to stay there long enough to cross the membrane. We are stranded.

And then there is the master of this world. Curiously, it is in his presence that we find ourselves most weakened - and when he senses us, he wastes no time in his approach. We've attempted to kill him once in the hopes of restoring our access to the portal, and it ended in such disaster that it became clear there could not be a second attempt. If not for our ability to briefly dive into [the between space] to escape our skirmishes, we would surely all be butchered.

Whenever we can observe him unnoticed, he stands in the open, transfixed by the moon. I find some small humor in that.

Curse this place - and curse its master. May we find a way to send word to the homeworld of our plight -and may the great emperor deign to come forth and grant this "deity" a swift death.

-- End of Recording --

-- End of Excerpt Flagged for Review --

> TRANSLATION ERRORS: 1
> 1> [the between space] could not be fully translated.

> Please refer to report 3bb540efade7e4df993c5d6c118830e7 for full audio excerpt.
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Version History

Early Access Content Update 5
  • Major Content
    • Added New Monster Lore Entry: Imp
Early Access Artifacts Content Update
  • Gameplay Changes
    • Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
      • Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Early Access Patch (Build ID No.3731106)
  • Gameplay Changes
    • [Community Suggestion] Reduce base health from 250 to 200.