Imps are small demonic creatures and are the weakest of all the attackable demons. Though they are demons, holy water does not affect them. Conversely, they are affected by the powers of Silverlight and Darklight.
An imp may defend itself from a player's attack by disappearing in a puff of smoke and teleporting to a random, nearby place. If the player can reach the spot where the imp teleported, the player will auto-path, automatically walking to the location of the imp to continue the fight, provided they do not click anywhere else on the map. Imps occasionally teleport even when they are not under attack. An imp, upon receiving damage, may also retreat from the player but not teleport. Imps have the ability to teleport themselves into areas that players cannot reach. It may also teleport as it dies, making the drop appear elsewhere.
Within the God Wars Dungeon, imps are loyal followers of Zamorak and will not be aggressive towards the player if they wear a Zamorakian item, have a Zamorak hawk follower out, or equip a Shard of Zaros. Because of their low level and life points, killing imps is a fast way of increasing one's kill count in order to enter the Zamorakian boss room where K'ril Tsutsaroth is located.
Imps are decent monsters to kill for low-levelled players. They have 200 life points each, which grants 26.7 experience to combat skills, along with 8.8 Constitution experience. Even though these also drop fairly good items for their level (including Imphide), they are not recommended for training as there are few of them scattered all over Gielinor and they have the ability to teleport.
|Level required||71 |
|Hunter XP||450 xp|
|Retaliation||Only when attacked|
Imps are one of the 'races' who have lesser champions in the Champion's Challenge Distraction and Diversion. To fight the Imp Champion, the player must kill imps until one drops a Champion's scroll, a very rare drop. The champion scroll drop rate is not affected by the ring of Wealth as it is not on the standard or rare drop table of the imp. When the drop is received, it will be a "third drop;" for example, an imp hide, impious ashes, hammer, and champion scroll will all be received in the same drop.
Many players consider the imp champion scroll to be one of the harder champion scrolls to obtain. This is because in almost all places, no large clusters of imps can be found to attack, unlike all of the other races that drop champion scrolls. Also, most areas where four to five imps can be found are wooded, making it difficult to rapidly target the imps in succession.
The Karamja Volcano Resource dungeon has numerous imps. Although lesser demons are found here, they will not attack the player while they are attacking imps alone (unless they use multi-target abilities). This spot is extremely effective for using a dwarf multicannon and will allow the player to combine getting the imp champion scroll with getting the lesser demon champion scroll. Also, the north-east corner of the Varrock Grand Exchange may be an option for players who don't want to be attacked by too many monsters at once. Finally, the two willow trees just south of the Varrock lodestone, north of the wheat field, is a great place for finding imps while training Woodcutting; an imp will often stand in the middle of the willows. When training Mining or Woodcutting in a region where imps randomly spawn one at a time, around 7 kills per hour, or one kill every 8½ minutes, can be achieved.
The fight with the Imp Champion is considered the easiest champion match by most players because this champion has the lowest life points of all of the champions. Interestingly, the imp champion uses the teleporting ability of the imps to great effect, rapidly teleporting all over the field and attacking with ranged. Players are advised to use ranged or magic for this fight.
The banner carrier that carries the player's banner when they have defeated any champion is, itself, an imp.
- Universal drops are dropped by nearly every monster outside of Daemonheim.
- These items are dropped alongside main drops.
At level 71 Hunter, players may hunt imps with magic boxes. Beads may be used as bait. Success yield imp-in-a-box which could be used to bank two items, after which it is reverted to a magic box.
The Karamja Volcano resource dungeon is the best location to hunt them by far due to high concentration of imps. One can take gold out of their Money Pouch to bank the imps, allowing the player to hunt continually.
For low levels, the south entrance of Falador may be a good idea. Players could kill or pickpocket from guards while waiting for imps to trigger the boxes.
Note: Imps are not a good way to train Hunter as they cannot be released until 2 items/stacks have been banked, making this a fairly slow method of training. A way to speed training up is to bank full imp boxes with other imp boxes while catching them, this frees up one imp box for every three imps caught. Another method to speed up training is by using a snow globe to create snowballs, and then using the imps to bank the snowballs. This however leaves many snowballs in the bank which take time to destroy. Other similar methods involve fletching bolts and using an albino rat and scrolls to create cheese.
This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
- patch 11 January 2016 (Update):
- Applied the improved imp models from the Easter event to a variety of imps across the game world.
- patch 25 March 2009 (Update):
- The imp chathead is no longer a human head in an imp suit – again!
- During the 2005 Christmas event, imps in and around Varrock wore red or green coats and trousers, and players could shake the imps to acquire baubles for the event.
- Wizard Grayzag used to summon black imps to assist him in combat when he was attackable.
- At some point during December 2011 some imps seem to have been recoloured slightly darker.
- Imps used to look like a gnome wearing a demon costume.
- When killing an imp, if the imp teleports away right when it dies, its drops will appear where it supposedly "teleported" although it never appeared there.
- They were central to the Imp Catcher quest, having been summoned by Wizard Grayzag to hide 4 different colours of beads, all of which must be collected to complete the quest. However after the rework of said quest, the regular imp was replaced by four distinct imps specifically made for this quest.
- According to the Monsters of Gielinor infographic, imps can live for up to 200 years and require a line of sight to their teleport destination.