Difference between revisions of "Water nymph"
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==Useful Info== | ==Useful Info== | ||
− | '''Water nymphs''' are amphibious creatures which force their prey into [[water]] before drowning them. They can deal heavy [[smite]]-targeted damage with their magic to any creature standing in water, and have a passive one-tile aura of water which follows them around (though it takes it some time to catch up). They are found in the [[Shoals]]. | + | '''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 water which follows them around (though it takes it some time to catch up). They are found in the [[Shoals]]. |
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Like most of the inhabitants of the Shoals, they | + | *Like most of the inhabitants of the Shoals, they can't [[see invisible]]. [[Mephitic Cloud]] also disables their magic nicely, and [[flight]] will render you unaffected by their water aura. |
*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. | *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. | ||
Revision as of 17:59, 20 March 2014
Version 0.14: 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 m | |
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HP | 37-64 |
HD | 10 |
XP | 670 |
Speed | 10 |
AC | 4 |
EV | 13 |
Will | 93 |
Attack1 | 12 (touch: drown)
|
Resistances | rDrown, rWater |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Normal |
Uses | Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | water nymph, water nymph |
Flags | Actual spells Speaks Spellcaster Warm-blooded |
A strikingly beautiful and capricious nature spirit, deeply bonded with the waters in which she lives. Wherever they flow, so may she, and ponds and rivers surge and leap at her whim. Beware, for many unwitting adventurers have found themselves drawn beneath her waters by a simple touch, only for it to become their final resting place.
“Oh, but you can't expect to wield supreme executive power just because some watery tart threw a sword at you.” |
Contents
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 water which follows them around (though it takes it some time to catch up). They are found in the Shoals.
Spells
Spell set | |
---|---|
Slot1 | Waterstrike (3d17) |
Slot2 | Waterstrike (3d17) |
Slot3 | none |
Slot4 | Waterstrike (3d17) |
Slot5 | Waterstrike (3d17) |
Slot6 | none |
Tips & Tricks
- Like most of the inhabitants of the Shoals, they can't see invisible. Mephitic Cloud also disables their magic nicely, and flight will render you unaffected by their water aura.
- 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.
History
Water nymphs will be added in 0.14