Merfolk aquamancer
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
For a list of merfolk, see List of merfolk
merfolk aquamancer m | |
---|---|
HP | 41-84 |
HD | 14 |
XP | 909 |
Speed | 10 (swim: 60%) |
AC | 2 |
EV | 12 |
Will | 80 |
Attack1 | 15 (hit: plain)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | merfolk, merfolk |
Flags | See invisible Speaks Warm-blooded |
A slender merfolk mystic with unusually webby hands. Its form shifts and glistens as if seen through ocean spray.
“Again at length my thought reviving came, |
Useful Info
Merfolk aquamancers are aggressive casters that provide support for other merfolk opponents. They can deal steam, cold, or physical damage, and can temporarily turn perfectly safe terrain into shallow water or push you around the field. They can be found almost exclusively in the Shoals.
Spells
Spell set I | ||
---|---|---|
Slot1 | Primal Wave (3d20) | Wizard flag |
Slot2 | Steam Ball (3d18) | Wizard flag |
Slot3 | Throw Icicle (3d23) | Wizard flag |
Slot4 | Blink | Emergency flag, Wizard flag |
Tips & Tricks
- Aquamancers are around the level of merfolk javelineers in threat. Their spells hit very hard from a distance, and the ability to dump you in water is extremely dangerous when near water nymphs or other merfolk.
- Their spells check three resistances: cold resistance, steam resistance, and drowning (resisted by being unbreathing or amphibious). It's unlikely for a character to have all three, so expect spikes of damage from time to time.
- Flying is nice - you still take full damage from Primal Wave, but avoid being stuck in water.
- Merfolk aquamancers often come with nice rapiers, so Short Blade specialists should make sure they kill them somewhere their loot is accessible.