Difference between revisions of "Imp"
From DoomWiki.org
[checked revision] | [checked revision] |
(→Combat characteristics: methinks that would be enough) |
m (More technically accurate phrasing) |
||
(29 intermediate revisions by 9 users not shown) | |||
Line 1: | Line 1: | ||
− | + | [[Image:Imp.png|thumb|right|An imp moves to attack [[Doomguy|our hero]] in [[E1M1: Hangar]]]] | |
− | [[Image:Imp.png| | + | {{Monster versions|disambig={{thisisabout|monster|doom1}}|doom3=Imp (Doom 3)|doom4=Imp (Doom 2016)|doom5=Imp (Doom Eternal)}} |
− | The '''imp''' is a human-sized humanoid [[monster]], the most common opponent encountered in [[id Software]]'s [[ | + | The '''imp''' is a human-sized, humanoid, fireball-flinging [[monster]], the most common opponent encountered in [[id Software]]'s [[Doom]] and [[Doom II]]. It is leather brown in color, with red eyes, numerous white bony spikes protruding from its body, and sharp white claws on its hands and feet. Imps encourage new players to practice [[strafing]]. They are officially described as follows: |
− | + | {{Quote|You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s.|Doom instruction manual|Doom instruction manual}} | |
− | |||
==Combat characteristics== | ==Combat characteristics== | ||
− | An imp will make | + | An imp will make one of two different loud, serpentine hisses when it is alerted. An imp attacks by hurling a single bright red fireball, which inflicts [[projectile]] damage when it strikes another living [[Mobj|object]]. At [[Melee attack|melee]] range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the imp will proceed to shoot a fireball instead. When killed without being [[gib]]bed, an imp will randomly emit one of two distinct low-pitched snarls, as it falls on its back and a hole opens up in its midsection, disgorging plentiful amounts of blood. |
== Tactical analysis == | == Tactical analysis == | ||
+ | The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a [[Teleporter#Teleporter traps|teleportation trap]], in close quarters, or when surrounded). | ||
− | + | An imp can usually be killed by a single [[shotgun]] shell and often by six bullets. As the citation above implies, facing multiple imps with a [[pistol]] takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high [[pain chance]] sometimes makes it difficult for it to retaliate when damaged at a fast rate. | |
− | + | Imps often come in packs, and the [[super shotgun]] or [[rocket launcher]] are both particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three. The rocket launcher can take out entire crowds with little difficulty if used carefully. | |
− | + | Melee against an imp should usually be avoided by novices as it is much trickier than against a [[demon]], since the imp is faster with its clawing attack than the less dexterous demon. The [[chainsaw]] takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area or with the advantage of surprise from around a corner, hit-and-run tactics with the [[Berserk pack|berserk fist]] are safe and effective, as long as the player is not under fire from other directions. | |
− | + | Although its ranged attack and hit point total give it an advantage against the lesser [[Former human|zombies]], the imp can easily find itself outmatched during [[monster infighting]]. A single imp fighting a [[shotgun guy]] may yet call victory, but a [[demon]] or [[spectre]] can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any larger monster will more than likely put an imp out of its misery. | |
− | + | Imp fireballs move twice as fast as usual when either the [[Nightmare!]] skill level or the {{c|-fast}} [[command line parameter]] are used, and these are hurled persistently by the monster as long as a target is in sight. | |
− | |||
− | Imp fireballs move | ||
==Notes== | ==Notes== | ||
− | * The [[Doom source code]] gives the object name | + | * The [[Doom source code]] gives the object name {{c|MT_TROOP}} and the [[sprite]] root name {{c|TROO}} to the imp, due to the fact that imps as they exist in the final game developed from a concept called the "demon troop" in the [[Doom Bible]], being the main and more common force of monsters of a directly demonic origin in the invasion. According to those early plans, the imps were meant to belong to a different species than the demon troops, and were described as more traditionally impish in design: small flying demons, possibly like those eventually found in [[Heretic]]. |
− | + | * The imp-like [[gargoyle]] of [[Heretic]] was named as such mainly to distinguish it from the existing Doom monster, since it looks like the commonplace concept of an imp. | |
− | * Apart from [[former human|zombies]] and [[Wolfenstein SS]], the imp is the only monster that can be [[gibs|gibbed]] with [[rocket launcher|rockets]], | + | * Apart from [[former human|zombies]] and [[Wolfenstein SS]], the imp is the only monster that can be [[gibs|gibbed]] with [[rocket launcher|rockets]], berserk fist attacks, [[barrel]] [[blast damage|explosions]] and [[BFG9000|BFG]] blasts. |
− | + | * Imps are the only other Doom monsters aside from zombies that emit two different alert sounds when spotting the player. | |
− | * Imps are the only other monsters aside from zombies that emit two different alert | + | * The official French name of the monster is ''diablotin''. |
− | * | ||
− | |||
− | |||
== Data == | == Data == | ||
Line 44: | Line 39: | ||
|ID #||3001 (decimal), BB9 (hex) | |ID #||3001 (decimal), BB9 (hex) | ||
|- | |- | ||
− | |[[Hit | + | |[[Hit point]]s||60 |
|- | |- | ||
|Speed||8 [[map unit]]s per frame<br>(93.3 map units per second) | |Speed||8 [[map unit]]s per frame<br>(93.3 map units per second) | ||
Line 54: | Line 49: | ||
|Reaction time||8 | |Reaction time||8 | ||
|- | |- | ||
− | |[[Pain chance]]||200 ( | + | |[[Pain chance]]||200 (79.30%) |
|- | |- | ||
− | |Pain time||4 | + | |Pain time||4 [[tic]]s |
|- | |- | ||
|[[Mass]]||100 | |[[Mass]]||100 | ||
Line 124: | Line 119: | ||
|} | |} | ||
− | [[ | + | [[File:TrooMHistogram.png|none|300px|thumb|''Damage done by an imp's attack (either type)'']] |
{| {{prettytable}} | {| {{prettytable}} | ||
| '''Scratches needed to kill'''<sup>1</sup> | | '''Scratches needed to kill'''<sup>1</sup> | ||
| Mean | | Mean | ||
− | | | + | | {{wp|Standard deviation#Interpretation and application|Standard<br>deviation}} |
| Min | | Min | ||
| Max | | Max | ||
Line 151: | Line 146: | ||
|[[Chaingunner]]||5.88||1.20||4||10 | |[[Chaingunner]]||5.88||1.20||4||10 | ||
|- | |- | ||
− | |[[Lost | + | |[[Lost soul]]||8.05||1.41||5||12 |
|- | |- | ||
|[[Commander Keen]]||8.05||1.41||5||12 | |[[Commander Keen]]||8.05||1.41||5||12 | ||
Line 159: | Line 154: | ||
|[[Spectre]]||11.65||1.67||8||16 | |[[Spectre]]||11.65||1.67||8||16 | ||
|- | |- | ||
− | |[[Boss | + | |[[Boss brain]]<sup>2</sup>||19.27||1.92||14||23 |
|- | |- | ||
|[[Revenant]]||22.81||2.10||17||27 | |[[Revenant]]||22.81||2.10||17||27 | ||
Line 165: | Line 160: | ||
|[[Cacodemon]]||30.37||2.33||25||35 | |[[Cacodemon]]||30.37||2.33||25||35 | ||
|- | |- | ||
− | |[[Pain | + | |[[Pain elemental]]||30.37||2.33||25||35 |
|- | |- | ||
− | |[[Hell | + | |[[Hell knight]]||37.80||2.58||31||44 |
|- | |- | ||
|[[Arachnotron]]||37.80||2.58||31||44 | |[[Arachnotron]]||37.80||2.58||31||44 | ||
Line 173: | Line 168: | ||
|[[Mancubus]]||45.09||2.84||39||51 | |[[Mancubus]]||45.09||2.84||39||51 | ||
|- | |- | ||
− | |[[Arch- | + | |[[Arch-vile]]||52.64||2.85||46||58 |
|- | |- | ||
|[[Baron of Hell]]||74.97||2.91||69||81 | |[[Baron of Hell]]||74.97||2.91||69||81 | ||
|- | |- | ||
− | |[[ | + | |[[Spiderdemon]]||223.72||3.17||217||231 |
|- | |- | ||
|[[Cyberdemon]]||298.48||3.71||290||307 | |[[Cyberdemon]]||298.48||3.71||290||307 | ||
Line 186: | Line 181: | ||
| '''Fireballs needed to kill''' | | '''Fireballs needed to kill''' | ||
| Mean | | Mean | ||
− | | | + | | {{wp|Standard deviation#Interpretation and application|Standard<br>deviation}} |
| Min | | Min | ||
| Max | | Max | ||
Line 208: | Line 203: | ||
|[[Chaingunner]]||5.87||1.21||4||9 | |[[Chaingunner]]||5.87||1.21||4||9 | ||
|- | |- | ||
− | |[[Lost | + | |[[Lost soul]]||8.09||1.36||5||11 |
|- | |- | ||
|[[Commander Keen]]||8.09||1.36||5||11 | |[[Commander Keen]]||8.09||1.36||5||11 | ||
Line 216: | Line 211: | ||
|[[Spectre]]||11.68||1.70||8||16 | |[[Spectre]]||11.68||1.70||8||16 | ||
|- | |- | ||
− | |[[Boss | + | |[[Boss brain]]<sup>2</sup>||19.25||2.10||14||24 |
|- | |- | ||
|[[Revenant]]||22.80||2.24||17||28 | |[[Revenant]]||22.80||2.24||17||28 | ||
Line 222: | Line 217: | ||
|[[Cacodemon]]||30.42||2.51||24||36 | |[[Cacodemon]]||30.42||2.51||24||36 | ||
|- | |- | ||
− | |[[Pain | + | |[[Pain elemental]]||30.42||2.51||24||36 |
|- | |- | ||
− | |[[Hell | + | |[[Hell knight]]||37.79||2.79||30||44 |
|- | |- | ||
|[[Arachnotron]]||37.79||2.79||30||44 | |[[Arachnotron]]||37.79||2.79||30||44 | ||
Line 230: | Line 225: | ||
|[[Mancubus]]||45.16||3.09||36||52 | |[[Mancubus]]||45.16||3.09||36||52 | ||
|- | |- | ||
− | |[[Arch- | + | |[[Arch-vile]]||52.64||3.04||46||60 |
|- | |- | ||
|[[Baron of Hell]]||74.95||2.64||70||81 | |[[Baron of Hell]]||74.95||2.64||70||81 | ||
|- | |- | ||
− | |[[ | + | |[[Spiderdemon]]||223.64||2.66||217||230 |
|- | |- | ||
|[[Cyberdemon]]||298.47||2.97||290||305 | |[[Cyberdemon]]||298.47||2.97||290||305 | ||
|- | |- | ||
|} | |} | ||
− | < | + | <div style="font-size: smaller"> |
− | #These tables assume that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], [[blood]] splats, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector# | + | #These tables assume that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], [[blood]] splats, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector#Doom|flickering lights]]). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls. |
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map. | #Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map. | ||
#Hardcoded exception to [[infighting]] negates damage (excepting indirect damage caused by exploding barrels). | #Hardcoded exception to [[infighting]] negates damage (excepting indirect damage caused by exploding barrels). | ||
− | </ | + | </div> |
== Appearance statistics == | == Appearance statistics == | ||
− | In [[ | + | In the [[IWAD]]s the imp is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]: |
− | {| {{prettytable}} | + | {{col-begin}} |
− | !Game||[[ | + | {{col-break|width=50%}} |
− | |- | + | {| {{prettytable}} |
− | |[[ | + | !colspan="4"|Single-player |
+ | |- | ||
+ | !Game / ''Episode''!!1-2!!3!!4-5 | ||
+ | |- | ||
+ | |''[[Knee-Deep in the Dead]]''||[[E1M1: Hangar]]||E1M1: Hangar||E1M1: Hangar | ||
+ | |- | ||
+ | |''[[The Shores of Hell]]''||[[E2M1: Deimos Anomaly]]||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly | ||
+ | |- | ||
+ | |''[[Inferno]]''||[[E3M1: Hell Keep]]||E3M1: Hell Keep||E3M1: Hell Keep | ||
+ | |- | ||
+ | |''[[Thy Flesh Consumed]]''||[[E4M1: Hell Beneath]]||E4M1: Hell Beneath||E4M1: Hell Beneath | ||
|- | |- | ||
− | |[[Doom II]]||[[ | + | |[[Doom II]]||[[MAP01: Entryway]]||MAP01: Entryway||MAP01: Entryway |
− | |- | + | |- |
− | |[[TNT: Evilution]]||[[ | + | |[[TNT: Evilution]]||[[MAP01: System Control]]||MAP01: System Control||MAP01: System Control |
− | |- | + | |- |
− | |[[Plutonia]]||[[ | + | |[[Plutonia Experiment]]||[[MAP01: Congo]]||MAP01: Congo||MAP01: Congo |
|} | |} | ||
+ | {{col-break}} | ||
+ | {| {{prettytable}} | ||
+ | !colspan="4"|Multiplayer | ||
+ | |- | ||
+ | !Game / ''Episode''!!1-2!!3!!4-5 | ||
+ | |- | ||
+ | |''Knee-Deep in the Dead''||E1M1: Hangar||E1M1: Hangar||E1M1: Hangar | ||
+ | |- | ||
+ | |''The Shores of Hell''||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly | ||
+ | |- | ||
+ | |''Inferno''||E3M1: Hell Keep||E3M1: Hell Keep||E3M1: Hell Keep | ||
+ | |- | ||
+ | |''Thy Flesh Consumed''||E4M1: Hell Beneath||E4M1: Hell Beneath||E4M1: Hell Beneath | ||
+ | |- | ||
+ | |Doom II||MAP01: Entryway||MAP01: Entryway||MAP01: Entryway | ||
+ | |- | ||
+ | |TNT: Evilution||MAP01: System Control||MAP01: System Control||MAP01: System Control | ||
+ | |- | ||
+ | |Plutonia Experiment||MAP01: Congo||MAP01: Congo||MAP01: Congo | ||
+ | |} | ||
+ | {{col-end}} | ||
− | The [[ | + | The IWADs contain the following numbers of imps per skill level: |
+ | |||
+ | {{col-begin}} | ||
+ | {{col-break|width=50%}} | ||
+ | {| {{prettytable|style=text-align: center;}} | ||
+ | !colspan="4"|Single-player | ||
+ | |- | ||
+ | !Game / ''Episode''!!1-2!!3!!4-5 | ||
+ | |- | ||
+ | |style="text-align: left;"|''[[Knee-Deep in the Dead]]''||''87''||''193''||''277'' | ||
+ | |- | ||
+ | |style="text-align: left;"|''[[The Shores of Hell]]''||''164''||''221''||''275'' | ||
+ | |- | ||
+ | |style="text-align: left;"|''[[Inferno]]''||''82''||''136''||''167'' | ||
+ | |- | ||
+ | |style="text-align: left;"|[[Doom|Doom (registered)]]||333||550||719 | ||
+ | |- | ||
+ | |style="text-align: left;"|''[[Thy Flesh Consumed]]''||''154''||''221''||''255'' | ||
+ | |- | ||
+ | |style="text-align: left;"|[[Ultimate Doom]]||487||771||974 | ||
+ | |- | ||
+ | |style="text-align: left;"|[[Doom II]]||488||905||1223 | ||
+ | |- | ||
+ | |style="text-align: left;"|[[TNT: Evilution]]||861||1206||1357 | ||
+ | |- | ||
+ | |style="text-align: left;"|[[Plutonia Experiment]]||371||406||436 | ||
+ | |} | ||
+ | {{col-break}} | ||
+ | {| {{prettytable|style=text-align: center;}} | ||
+ | !colspan="4"|Multiplayer | ||
+ | |- | ||
+ | !Game / ''Episode''!!1-2!!3!!4-5 | ||
+ | |- | ||
+ | |style="text-align: left;"|''Knee-Deep in the Dead''||''87''||''193''||''277'' | ||
+ | |- | ||
+ | |style="text-align: left;"|''The Shores of Hell''||''164''||''221''||''275'' | ||
+ | |- | ||
+ | |style="text-align: left;"|''Inferno''||''82''||''136''||''167'' | ||
+ | |- | ||
+ | |style="text-align: left;"|Doom (registered)||333||550||719 | ||
+ | |- | ||
+ | |style="text-align: left;"|''Thy Flesh Consumed''||''154''||''221''||''255'' | ||
+ | |- | ||
+ | |style="text-align: left;"|Ultimate Doom||487||771||974 | ||
+ | |- | ||
+ | |style="text-align: left;"|Doom II||488||905||1223 | ||
+ | |- | ||
+ | |style="text-align: left;"|TNT: Evilution||924||1276||1431 | ||
+ | |- | ||
+ | |style="text-align: left;"|Plutonia Experiment||392||454||481 | ||
+ | |} | ||
+ | {{col-end}} | ||
+ | |||
+ | Of the maps covered on the Doom Wiki, the following have the highest numbers of imps in single-player on skills 4-5: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
− | ! | + | ! Map !! Count |
|- | |- | ||
− | |[[ | + | | [[Holy Hell Revealed]] || 10307 |
|- | |- | ||
− | |[[ | + | | [[Holy Hell]] MAP05 || 4334 |
|- | |- | ||
− | |[[ | + | | [[MAP11: The Furnace (Sunder)]] || 2197 |
|- | |- | ||
− | |[[ | + | | [[MAP31: In Death, is Life (MAYhem 2016)]] || 1730 |
+ | |- | ||
+ | | [[MAP15: Babylon's Chimera (Sunder)]] || 1724 | ||
|} | |} | ||
+ | ''This data was last verified on August 2, 2019.'' | ||
== Other games == | == Other games == | ||
− | + | [[File:Doom64Imp-Doom64ex.jpg|thumb|The [[Doom 64]] imp at close range.]] | |
=== Doom 64 === | === Doom 64 === | ||
+ | The imp is featured in [[Doom 64]], though with a sleeker appearance, only having noticeable spine-like spikes along its back. | ||
− | + | A more powerful variant known as the [[nightmare imp]] also occurs as one of the new monsters in the game. | |
− | |||
− | |||
− | A more powerful variant known as the [[ | ||
− | This version of the | + | This version of the imp also features discrete animations for melee attacks versus ranged attacks, similar to the [[revenant]] in other games. This means that unlike the original version, the attack type is determined when it commences rather than by the victim's proximity at a particular [[frame]]; the imp cannot throw a fireball the instant his claws have missed the player. |
=== Doom RPG === | === Doom RPG === | ||
− | + | In [[Doom RPG]] and its sequel, [[Doom II RPG]], the imp appears as a class of monster. There are three variations, identified by color: | |
− | In [[Doom RPG]], the imp appears as a class of monster. There are three variations, identified by color: | ||
*Impling (green) | *Impling (green) | ||
*Imp (normal colors) | *Imp (normal colors) | ||
*Imp lord (red with green eyes) | *Imp lord (red with green eyes) | ||
Imps are most susceptible to attacks from shotguns. | Imps are most susceptible to attacks from shotguns. | ||
+ | <gallery mode="nolines" widths="230px" heights="230px"> | ||
+ | Impling BREW 2.png|Impling | ||
+ | Impling.png|An impling in the BREW 2.1 version of Doom RPG. | ||
+ | ImpDoomRPG.png|Imp | ||
+ | Doom RPG Imp Lord.png|Imp Lord | ||
+ | </gallery> | ||
+ | <gallery mode="nolines" widths="240px" heights="135px"> | ||
+ | ImplingDoom2RPG.jpg|The impling in the iOS version of Doom II RPG. | ||
+ | Doom II RPG Imp.png|An Imp and Impling in the iOS version of Doom II RPG. | ||
+ | </gallery> | ||
== See also == | == See also == | ||
− | |||
* [[Impse]] | * [[Impse]] | ||
− | * [[Nightmare | + | * [[Nightmare imp]] |
{{Doom monsters}} | {{Doom monsters}} | ||
{{Sony PlayStation monsters}} | {{Sony PlayStation monsters}} |
Revision as of 19:32, 5 July 2020
The imp is a human-sized, humanoid, fireball-flinging monster, the most common opponent encountered in id Software's Doom and Doom II. It is leather brown in color, with red eyes, numerous white bony spikes protruding from its body, and sharp white claws on its hands and feet. Imps encourage new players to practice strafing. They are officially described as follows:
Contents
Combat characteristics
An imp will make one of two different loud, serpentine hisses when it is alerted. An imp attacks by hurling a single bright red fireball, which inflicts projectile damage when it strikes another living object. At melee range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the imp will proceed to shoot a fireball instead. When killed without being gibbed, an imp will randomly emit one of two distinct low-pitched snarls, as it falls on its back and a hole opens up in its midsection, disgorging plentiful amounts of blood.
Tactical analysis
The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a teleportation trap, in close quarters, or when surrounded).
An imp can usually be killed by a single shotgun shell and often by six bullets. As the citation above implies, facing multiple imps with a pistol takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high pain chance sometimes makes it difficult for it to retaliate when damaged at a fast rate.
Imps often come in packs, and the super shotgun or rocket launcher are both particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three. The rocket launcher can take out entire crowds with little difficulty if used carefully.
Melee against an imp should usually be avoided by novices as it is much trickier than against a demon, since the imp is faster with its clawing attack than the less dexterous demon. The chainsaw takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area or with the advantage of surprise from around a corner, hit-and-run tactics with the berserk fist are safe and effective, as long as the player is not under fire from other directions.
Although its ranged attack and hit point total give it an advantage against the lesser zombies, the imp can easily find itself outmatched during monster infighting. A single imp fighting a shotgun guy may yet call victory, but a demon or spectre can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any larger monster will more than likely put an imp out of its misery.
Imp fireballs move twice as fast as usual when either the Nightmare! skill level or the -fast command line parameter are used, and these are hurled persistently by the monster as long as a target is in sight.
Notes
- The Doom source code gives the object name MT_TROOP and the sprite root name TROO to the imp, due to the fact that imps as they exist in the final game developed from a concept called the "demon troop" in the Doom Bible, being the main and more common force of monsters of a directly demonic origin in the invasion. According to those early plans, the imps were meant to belong to a different species than the demon troops, and were described as more traditionally impish in design: small flying demons, possibly like those eventually found in Heretic.
- The imp-like gargoyle of Heretic was named as such mainly to distinguish it from the existing Doom monster, since it looks like the commonplace concept of an imp.
- Apart from zombies and Wolfenstein SS, the imp is the only monster that can be gibbed with rockets, berserk fist attacks, barrel explosions and BFG blasts.
- Imps are the only other Doom monsters aside from zombies that emit two different alert sounds when spotting the player.
- The official French name of the monster is diablotin.
Data
|
|
|
Scratches needed to kill1 | Mean | Standard deviation |
Min | Max |
Player (100% health, no armor) |
8.05 | 1.41 | 5 | 12 |
Player (100% health, security armor) |
11.65 | 1.67 | 8 | 16 |
Player (200% health, combat armor) |
29.11 | 2.22 | 24 | 34 |
Barrel | 2.04 | 0.79 | 1 | 4 |
Trooper | 2.04 | 0.79 | 1 | 4 |
Sergeant | 2.77 | 0.78 | 2 | 5 |
Wolfenstein SS | 4.30 | 1.03 | 3 | 8 |
Imp | 4.97 | 1.09 | 3 | 9 |
Chaingunner | 5.88 | 1.20 | 4 | 10 |
Lost soul | 8.05 | 1.41 | 5 | 12 |
Commander Keen | 8.05 | 1.41 | 5 | 12 |
Demon | 11.65 | 1.67 | 8 | 16 |
Spectre | 11.65 | 1.67 | 8 | 16 |
Boss brain2 | 19.27 | 1.92 | 14 | 23 |
Revenant | 22.81 | 2.10 | 17 | 27 |
Cacodemon | 30.37 | 2.33 | 25 | 35 |
Pain elemental | 30.37 | 2.33 | 25 | 35 |
Hell knight | 37.80 | 2.58 | 31 | 44 |
Arachnotron | 37.80 | 2.58 | 31 | 44 |
Mancubus | 45.09 | 2.84 | 39 | 51 |
Arch-vile | 52.64 | 2.85 | 46 | 58 |
Baron of Hell | 74.97 | 2.91 | 69 | 81 |
Spiderdemon | 223.72 | 3.17 | 217 | 231 |
Cyberdemon | 298.48 | 3.71 | 290 | 307 |
Fireballs needed to kill | Mean | Standard deviation |
Min | Max |
Player (100% health, no armor) |
8.09 | 1.36 | 5 | 11 |
Player (100% health, security armor) |
11.68 | 1.70 | 8 | 16 |
Player (200% health, combat armor) |
29.19 | 2.26 | 24 | 34 |
Barrel | 2.04 | 0.77 | 1 | 5 |
Trooper | 2.04 | 0.77 | 1 | 5 |
Sergeant | 2.75 | 0.78 | 2 | 5 |
Wolfenstein SS | 4.30 | 0.99 | 3 | 7 |
Imp3 | ||||
Chaingunner | 5.87 | 1.21 | 4 | 9 |
Lost soul | 8.09 | 1.36 | 5 | 11 |
Commander Keen | 8.09 | 1.36 | 5 | 11 |
Demon | 11.68 | 1.70 | 8 | 16 |
Spectre | 11.68 | 1.70 | 8 | 16 |
Boss brain2 | 19.25 | 2.10 | 14 | 24 |
Revenant | 22.80 | 2.24 | 17 | 28 |
Cacodemon | 30.42 | 2.51 | 24 | 36 |
Pain elemental | 30.42 | 2.51 | 24 | 36 |
Hell knight | 37.79 | 2.79 | 30 | 44 |
Arachnotron | 37.79 | 2.79 | 30 | 44 |
Mancubus | 45.16 | 3.09 | 36 | 52 |
Arch-vile | 52.64 | 3.04 | 46 | 60 |
Baron of Hell | 74.95 | 2.64 | 70 | 81 |
Spiderdemon | 223.64 | 2.66 | 217 | 230 |
Cyberdemon | 298.47 | 2.97 | 290 | 305 |
- These tables assume that all calls to P_Random for damage, pain chance, blood splats, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
Appearance statistics
In the IWADs the imp is first encountered on these maps per skill level:
|
|
The IWADs contain the following numbers of imps per skill level:
|
|
Of the maps covered on the Doom Wiki, the following have the highest numbers of imps in single-player on skills 4-5:
Map | Count |
---|---|
Holy Hell Revealed | 10307 |
Holy Hell MAP05 | 4334 |
MAP11: The Furnace (Sunder) | 2197 |
MAP31: In Death, is Life (MAYhem 2016) | 1730 |
MAP15: Babylon's Chimera (Sunder) | 1724 |
This data was last verified on August 2, 2019.
Other games
Doom 64
The imp is featured in Doom 64, though with a sleeker appearance, only having noticeable spine-like spikes along its back.
A more powerful variant known as the nightmare imp also occurs as one of the new monsters in the game.
This version of the imp also features discrete animations for melee attacks versus ranged attacks, similar to the revenant in other games. This means that unlike the original version, the attack type is determined when it commences rather than by the victim's proximity at a particular frame; the imp cannot throw a fireball the instant his claws have missed the player.
Doom RPG
In Doom RPG and its sequel, Doom II RPG, the imp appears as a class of monster. There are three variations, identified by color:
- Impling (green)
- Imp (normal colors)
- Imp lord (red with green eyes)
Imps are most susceptible to attacks from shotguns.
See also
Monsters from Doom and Doom II |
---|
Doom: Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2: Arachnotron | Arch-vile | Commander Keen | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant | Wolfenstein SS | Final boss |
Monsters from the Sony PlayStation version of Doom |
---|
Doom: Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2: Arachnotron | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant New: Nightmare spectre |