Type | |
---|---|
Damage | 17 |
Knockback | 2 (Very weak) |
Mana | 10 |
Use time | 36 (Very slow) |
Velocity | 10 |
Tooltip | Summons an imp to fight for you |
Rarity | |
Sell | 54 |
Research | 1 required |
Buff | Imp |
---|---|
Buff tooltip | The imp will fight for you |
- Flying Imp
Use | |
---|---|
- Internal Item ID: 2365
- Internal Buff ID: 126
- Internal Projectile ID: 375
The Imp Staff is a pre-Hardmode summon weapon. It spawns a miniature Flying Imp minion that follows the player around and fires fireballs at enemies. The Imp's fireballs always inflict the On Fire! debuff for 3–6 seconds, and travel in a straight line, piercing an infinite number of enemies. Like other minions, the summoned Imp is invincible and follows the player for an unlimited amount of time, unless the player dies, summons a replacement minion, cancels the buff, or leaves the world.
Its best modifier is Ruthless. The Mythical modifier provides the widest array of stat bonuses, but these primarily affect the initial summon rather than the resulting minion. Additionally, minions cannot deal critical hits. The only lasting advantage a Mythical Imp Staff has over a Ruthless one is knockback.
Its best modifier is Mythical. Rounding reveals that both the Mythical and Ruthless modifiers provide the same increase to damage, increasing it from 17 to 20.
Quick Answers
What is the special ability of the Imp Staff's summoned minion in combat?
How long does the On Fire! debuff inflicted by the Imp Staff's minion last?
What happens to the Imp Staff's minion when the player dies or leaves the world?
Which debuff the Imp Staff inflicts?
Crafting[]
Recipes[]
Result | Ingredients | Crafting station |
---|---|---|
Imp Staff | Iron Anvil or Lead Anvil |
Notes[]
- The Imp attacks with an average rate of fire of once every 1.25 seconds. The delay between attacks can range between 0.75 and 1.5 seconds.
- While the Imp can fly through water, its fireball projectiles cannot travel through water. They stop at the water's surface and will not appear at all when the Imp is submerged in water. Regardless, the Imp will still attempt to fire at underwater enemies.
Tips[]
- Crafting this weapon requires mining Hellstone from the Underworld, which requires a pickaxe power of 65%. Only 3
/ 4pre-Hardmode pickaxes are strong enough:- The Nightmare Pickaxe requires Shadow Scales dropped by the Eater of Worlds boss.
- The Deathbringer Pickaxe requires Tissue Samples dropped by the Brain of Cthulhu boss' treasure bag and its Creepers.
- The Molten Pickaxe requires Hellstone Bars made from Hellstone and Obsidian.
The Reaver Shark can be fished from the Ocean, making the Imp Staff craftable prior to fighting any boss.The Reaver Shark's pickaxe power is only 59%, rendering it unable to mine Hellstone.
Despite receiving a fire rate buff, it has a significantly slower fire rate than the Hornet Staff. This means that its damage output is only slightly better against a single target.- Due to the Imps' very slow attack speed, they receive very little benefit from whip tag damage or armor penetration compared to the much faster Vampire Frog Staff or even the Flinx Staff.
- Multiple Imps will consistently interfere with each other due to how piercing attack works.
- When an Imp is summoned using the Imp Staff with an enemy in its line of sight, it will usually fire immediately. This means that continuous summoning will generally give the Imp a more consistent fire rate, though this is weaker than using a Ballista Rod, which has higher base damage.
History[]
- Desktop 1.4.1.2: Enemy immune frames caused by Imp attacks have been reduced from 10 to 6.
- Desktop 1.4.0.1:
- Fire rate increased dramatically.
- Damage decreased from 21 to 17.
- Desktop 1.3.1: Sprite updated.
- Desktop 1.2.4.1:
- Added requirement of 10 mana.
- Fixed a bug where the minion buff did not disappear upon leaving a world.
- Desktop 1.2.4: Introduced.
- Switch 1.0.711.6: Introduced, requires 10 mana.
- Console 1.0.1372.5: Sprite updated to match Desktop 1.3.1.
- Console 1.08: Introduced, requires 10 mana.
- Mobile 1.2.11212: Introduced, requires 10 mana.