Difference between revisions of "Water nymph"

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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, thematically "flowing with the water".<ref>{{source ref|0.30.1|mon-abil.cc|1039}}</ref>
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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 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 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 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