
Imp Staff
Summons an imp to fight for you
The imp will fight for you
How to craft it
the first summon worth building around
An Imp parks itself above whatever you are fighting and lobs fireballs that set targets alight and carry through a few bodies. Summoning costs no mana now, so there is no reason to run below your full minion count before Hardmode.
stacking has limits
Each fireball locks its target out of damage for a moment, so a wall of Imps all shooting the same enemy overlap and waste hits. Against a boss you will see less return per Imp than the raw numbers promise. Against a spread out crowd they each pick their own target and the whole group pulls its weight.
water is the weakness
The Imp flies through water without trouble, but its fireballs die the instant they touch it. It will keep firing at anything submerged and land nothing, so any fight in a flooded cave or the ocean wastes the minion entirely. They also stay tethered to you: wander far enough and they break off to catch up before resuming.




Anvil