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!!__funfriend__!!
THESE THINGS TAKE TIME, INTERLOPER
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!!__gakvu__!!
sorry, it is a secret!

This article contains plot or progression spoilers. Continue at your own discretion!

IMP
::HP:: 600
::MAXIMUM HP:: 600
::ACTIONS:: Nothing (Initially)
::IMMUNE TO:: Stun
::INITIAL STATUS EFFECTS:: Mimic, Conjoined

IMP is a boss found within ::/FRAME/. They are a daemon which resembles a Hallucination, much like Antishells. They are, like Antishells, a countermeasure against immediate unusual activity from the framing device. They always spawn in a group of three of themself.

Actions

IMPs will initially use nothing. The mimic status they start with will then replace it with the used actions of the opposing team corresponding to each IMP, only falling back to nothing if they use an in-combat item like a restorative.

Nothing
INFO::'just nothing'
STAT::NOTHING

Strategy

As with most bosses, Puncture is valuable in a fight against IMP.

The strategy to fighting IMP is similar to that of Dozkallvi and high-health targets like the Firmament of utilizing percentage damage, with the caveat that, as IMPs are immune to stun, care should be taken in adequately protecting your team from their own actions.

Trivia

  • IMP is internally referred to as 'Impetus'.

Mindspike Log

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!!__IMP__!!
::ACTIVE THOUGHTFORM
::EXPLICIT PURPOSE::'countermeasure against immediate unusual activity'