Difference between revisions of "Water nymph"

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''For a list of merfolk monsters, see [[list of merfolk]].''
 
''For a list of merfolk monsters, see [[list of merfolk]].''
 
{{monster info}}
 
{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
'''Water nymphs''' are amphibious creatures which force their prey into [[water]] before drowning them. They can deal heavy [[smite]]-targeted [[asphyxiation]] damage with their magic to any creature standing in or flying over water, and have a passive one-tile aura of [[shallow water]] which follows them around (though it takes it some time to catch up). This water effect can cover [[stairs]], rendering them unusable.
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'''Water nymphs''' are amphibious creatures which force their prey into [[water]] before drowning them. Their [[Waterstrike]] spell deals heavy, [[smite-targeted]] damage to anything standing in (or flying above) [[water]]. They also have a passive one-tile aura of [[shallow water]] that follows them around (though it takes it some time to catch up). This water effect can cover [[stairs]], rendering them unusable. They are found in the [[Shoals]].
 
 
Water nymphs are found in the [[Shoals]].
 
  
 
{{monster spells}}
 
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*[[Mephitic Cloud]] or [[Silence]] disables their magic nicely, though killing them at range solves the problem even more effectively. [[Flight]] or playing a large species will protect you from the risk of stumbling due to their water aura, but their Waterstrike spell can still affect you.
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*Nymphs are a serious threat, especially at low HP. Waterstrike is as strong as [[damnation]], and thrice as strong as [[Smiting]]. While this spell checks [[AC]], and can only damage those on water, you should treat it like you would a monster with [[Call Down Damnation]].  
*Water nymphs can only deal significant damage to you if you're in the water. However, their ability to spread water tiles means that once you're in the water, it can be hard to get out again.
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*Nymphs can also cover the stairs with water, making it impossible to retreat up. This significantly raises the risk of any encounter involving them.
*Water nymphs can cover the stairs with water, making it impossible to escape. This significantly raises the risk of any encounter involving them.
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*They are spellcasters, so [[Silence]] prevents Waterstrike from working. They have high [[willpower]], but don't resist poison, so [[Mephitic Cloud]] can also disable
*Water nymphs do not have rSteam, and take a great deal of damage from steam. This makes [[wand of flame|wands of flame]] a fairly effective way of killing them.
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*Like many creatures in the Shoals, Fire is effective due to the [[steam]] it creates. Even a [[wand of flame]] can work; nymphs aren't particularly durable, so a few puffs from the wand are enough to kill. Dedicated [[Fire Magic]], of course, is even stronger.
  
 
==History==
 
==History==
 
*Prior to [[0.28]], water nymphs could [[see invisible]] and were explicitly female.
 
*Prior to [[0.28]], water nymphs could [[see invisible]] and were explicitly female.
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*Prior to [[0.18]], water nymphs had more health (base 50 HP).
 
*Water nymphs were added in [[0.14]]
 
*Water nymphs were added in [[0.14]]

Revision as of 17:55, 19 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

For a list of merfolk monsters, see list of merfolk.

water nymph mWater nymph.png
HP 26-54
HD 10
XP 446
Speed 10
AC 2
EV 13
Will 100
Attack1 12 (touch: drown)


Resistances rDrown
Vulnerabilities None
Habitat Amphibious
Intelligence Human
Uses Uses nothing
Holiness Natural
Size Medium
Type water nymph, water nymph
Flags Speaks
Warm-blooded
A capricious nature spirit, deeply bonded with the waters in which it lives. Wherever they flow, so may it, and ponds and rivers surge and leap at its whim.

“Oh, but you can't expect to wield supreme executive power just because some watery tart threw a sword at you.”
-Monty Python and the Holy Grail, 1975.

Useful Info

Water nymphs are amphibious creatures which force their prey into water before drowning them. Their Waterstrike spell deals heavy, smite-targeted damage to anything standing in (or flying above) water. They also have a passive one-tile aura of shallow water that follows them around (though it takes it some time to catch up). This water effect can cover stairs, rendering them unusable. They are found in the Shoals.

Spells

Spell set I
Slot1 Waterstrike (3d17) Wizard flag

Tips & Tricks

  • Nymphs are a serious threat, especially at low HP. Waterstrike is as strong as damnation, and thrice as strong as Smiting. While this spell checks AC, and can only damage those on water, you should treat it like you would a monster with Call Down Damnation.
  • Nymphs can also cover the stairs with water, making it impossible to retreat up. This significantly raises the risk of any encounter involving them.
  • They are spellcasters, so Silence prevents Waterstrike from working. They have high willpower, but don't resist poison, so Mephitic Cloud can also disable
  • Like many creatures in the Shoals, Fire is effective due to the steam it creates. Even a wand of flame can work; nymphs aren't particularly durable, so a few puffs from the wand are enough to kill. Dedicated Fire Magic, of course, is even stronger.

History

  • Prior to 0.28, water nymphs could see invisible and were explicitly female.
  • Prior to 0.18, water nymphs had more health (base 50 HP).
  • Water nymphs were added in 0.14