Difference between revisions of "Water nymph"

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''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 water, and have a passive one-tile aura of [[shallow water]] which follows them around (though it takes it some time to catch up). They are found in the [[Shoals]].
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'''Water nymphs''' are amphibious creatures who force their prey into [[water]] before drowning them. Their [[Waterstrike]] spell deals heavy, [[smite-targeted]] damage to anything in or flying above [[water]]. They are found in the [[Shoals]].
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Water nymphs have an aura of [[shallow water]] around them, with a radius of 1 tile. This aura can take a bit to catch up.
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They also have a teleport ability, thematically "flowing with the water". Every turn, they have a 20% chance to teleport to a water tile. This must be closer to the player, and at least 3 tiles away from its current position.<ref>{{source ref|0.30.1|mon-abil.cc|1039}}</ref>
  
 
{{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]]. When you're slowly wading in water, 1 misstep can cause you to take 102 damage, which really stings.
*Water nymphs can only deal significant damage to you if you're in the water, and even a normal speed character can retreat from them, reaching dry land long enough to take an attack before the water catches up. So long as you have a safe, clear area to retreat to, feel free to backpedal until you've defeated the nymph. Don't attempt this into unexplored territory, however.
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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.
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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 their casting. They can't [[see invisible]], so ''as long as you are also [[flying]]'', invisibility makes it much less likely for you to be targeted. (Invisible creatures are revealed by water if not flying.)
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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 of flame are enough to kill. Dedicated [[Fire Magic]], of course, works like a charm.
  
 
==History==
 
==History==
Water nymphs were added in [[0.14]]
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*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).
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*Water nymphs were added in [[0.14]]
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==References==
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<references/>

Latest revision as of 04:51, 15 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
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 who force their prey into water before drowning them. Their Waterstrike spell deals heavy, smite-targeted damage to anything in or flying above water. They are found in the Shoals.

Water nymphs have an aura of shallow water around them, with a radius of 1 tile. This aura can take a bit to catch up.

They also have a teleport ability, thematically "flowing with the water". Every turn, they have a 20% chance to teleport to a water tile. This must be closer to the player, and at least 3 tiles away from its current position.[1]

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. When you're slowly wading in water, 1 misstep can cause you to take 102 damage, which really stings.
  • 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 their casting. They can't see invisible, so as long as you are also flying, invisibility makes it much less likely for you to be targeted. (Invisible creatures are revealed by water if not flying.)
  • 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 of flame are enough to kill. Dedicated Fire Magic, of course, works like a charm.

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

References