Difference between revisions of "Merfolk aquamancer"

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''For a list of merfolk, see [[List of merfolk]]''
 
''For a list of merfolk, see [[List of merfolk]]''
<!--monster-bot-begin-->
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{{monster info}}
{{monster
 
|name=merfolk aquamancer
 
|glyph={{Green|m}}
 
|tile=[[File:Merfolk aquamancer.png]]
 
|flags={{Actual spells flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}
 
|resistances={{Drown resistance}}
 
|vulnerabilities=None
 
|max_chunks=3
 
|meat={{Contaminated corpse}}
 
|xp=996
 
|holiness={{Natural}}
 
|magic_resistance=80
 
|hp_range=53-80
 
|avg_hp=66
 
|armour_class=0
 
|evasion=12
 
|habitat=Amphibious
 
|speed= 10 (swim: 60%)
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=15 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=15
 
|base_hp=3
 
|extra_hp=3
 
|fixed_hp=0
 
|intelligence={{Normal intelligence}}
 
|genus=merfolk
 
|species=merfolk
 
}}
 
{{Flavour|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,<br>
 
When I no longer found my self the same;<br>
 
Then first this sea-green beard I felt to grow,<br>
 
And these large honours on my spreading brow;<br>
 
My long-descending locks the billows sweep,<br>
 
And my broad shoulders cleave the yielding deep;<br>
 
My fishy tail, my arms of azure hue,<br>
 
And ev'ry part divinely chang'd, I view.<br>
 
-Ovid, _Metamorphoses_, XIII, 546-7. 8 A.D.<br>
 
trans. Garth, Dryden, et al}}
 
 
 
<!--monster-bot-end-->
 
 
 
  
 
==Useful Info==
 
==Useful Info==
'''Merfolk aquamancers''' are aggressive casters that provide support for other [[merfolk (monster)|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.
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'''Merfolk aquamancers''' are aggressive casters that provide support for other [[merfolk (monster)|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]].
 
 
<!--spl-bot-begin-->
 
==Spells==
 
 
 
{{Spellcaster
 
|number=
 
|slot1=[[Primal Wave]] (3d21)
 
|slot2=[[Steam Ball]] (3d19)
 
|slot3=''none''
 
|slot4=[[Throw Icicle]] (3d24)
 
|slot5=''none''
 
|slot6=[[Blink]]
 
}}
 
{{clear}}
 
 
 
<!--spl-bot-end-->
 
 
 
===Variant Merfolk Aquamancer===
 
You may encounter a '''merfolk gelid''' in certain [[vault]]s. These [[Ice Magic]] specialists will devastate unprepared adventurers with magic, but thankfully aren't much more durable than standard aquamancers. They usually come with [[freezing]]-branded [[polearms]].
 
  
{{flavour|An unnaturally pale merfolk, with condensation forming around its hands.}}
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{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Without [[cold resistance]] and [[steam resistance]], aquamancers can be even worse than [[merfolk javelineer]]s. Their ability to suddenly dump you in water is extremely dangerous if you're engaged in melee with other merfolk at the time.
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*Aquamancers are around the level of [[merfolk javelineer]]s in threat. Their spells hit very hard from a distance, and the ability to dump you in water is extremely dangerous when near [[water nymph]]s or other merfolk.
*While you'll still take damage from Primal Wave, fighting them while [[fly]]ing means you won't have to stand around in shallow water after getting hit.
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*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.
*Merfolk aquamancers often come with nice [[sabre]]s, so [[Short Blade]] specialists should make sure they kill them someplace where their loot is accessible.
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*[[Fly]]ing is nice - you still take full damage from Primal Wave, but avoid being stuck in water.
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*Merfolk aquamancers often come with nice [[rapier]]s, so [[Short Blade]] specialists should make sure they kill them somewhere their loot is accessible.
  
 
[[Category:Merfolk]]
 
[[Category:Merfolk]]

Latest revision as of 13:27, 2 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, see List of merfolk

merfolk aquamancer mMerfolk aquamancer.png
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,
When I no longer found my self the same;
Then first this sea-green beard I felt to grow,
And these large honours on my spreading brow;
My long-descending locks the billows sweep,
And my broad shoulders cleave the yielding deep;
My fishy tail, my arms of azure hue,
And ev'ry part divinely chang'd, I view.”
-Ovid, _Metamorphoses_, XIII, 546-7. 8 A.D.
trans. Garth, Dryden, et al.

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.