Difference between revisions of "Merfolk javelineer"
(Update for 0.15) |
(Updated to 0.16) |
||
Line 13: | Line 13: | ||
|xp=1127 | |xp=1127 | ||
|holiness={{Natural}} | |holiness={{Natural}} | ||
− | |magic_resistance= | + | |magic_resistance=60 |
− | |hp_range= | + | |hp_range=67-88 |
− | |avg_hp= | + | |avg_hp=77 |
|armour_class=0 | |armour_class=0 | ||
|evasion=14 | |evasion=14 |
Revision as of 20:20, 24 March 2015
Version 0.13: 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 javelineer m | |
---|---|
HP | 67-88 |
HD | 13 |
XP | 1127 |
Speed | 10 (swim: 60%) |
AC | 0 |
EV | 14 |
Will | 60 |
Attack1 | 17 (hit: plain)
|
Resistances | rDrown, rWater |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | merfolk, merfolk |
Flags | Archer Speaks Warm-blooded |
A fearsome merfolk champion with a piercing gaze and a large bundle of javelins. |
Useful Info
Merfolk javelineers are powerful merfolk who inhabit the Shoals. They hurl javelins and throwing nets with great force.
Tips & Tricks
- They often carry branded javelins, so characters looking for good throwing weapons should stop by the Shoals.
- These monsters deal a lot of damage, so stay away if you have low EV. Repel Missiles or Deflect Missiles is recommended. They're not quite as bad as deep elf master archers, but they tend to appear in greater numbers and with more friends.
- Javelineers often carry silver ammunition. Transmuters and the heavily mutated should expect heavy damage output from these.
- Unlike most ranged combatants, merfolk javelineers won't stop chucking javelins at you if you close into melee range. If you have a way to deal damage from a distance, do so to avoid having to charge through a rain of javelins.