Difference between revisions of "Water nymph"
(the nymph teleport ability) |
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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. | 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. Every turn, they have a 20% chance to teleport to an water tile that's closer to the player | + | They also have a teleport ability, thematically "flowing with the water". Every turn, they have a 20% chance to teleport to an water tile that's closer to the player and within 3 tiles of itself.<ref>{{source ref|0.30.1|mon-abil.cc|1039}}</ref> |
{{monster spells}} | {{monster spells}} |
Revision as of 04:49, 15 October 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
water nymph m | |
---|---|
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.” |
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 an water tile that's closer to the player and within 3 tiles of itself.[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
- ↑ mon-abil.cc:1039 (0.30.1)