Difference between revisions of "Merfolk aquamancer"
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(Pluralized, and water nymphs also synergize brutally here...) |
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==Useful Info== | ==Useful Info== | ||
− | '''Merfolk aquamancers''' are aggressive casters that provide support for other [[merfolk (monster)|merfolk]] opponents. They can deal steam, cold, or physical damage, and can temporarily turn perfectly safe terrain into [[shallow water]] or push you around the field. | + | '''Merfolk aquamancers''' are aggressive casters that provide support for other [[merfolk (monster)|merfolk]] opponents. They can deal steam, cold, or physical damage, and can temporarily turn perfectly safe terrain into [[shallow water]] or push you around the field. They can be found almost exclusively in [[the Shoals]]. |
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Without [[cold resistance]] and [[steam resistance]], aquamancers can be even worse than [[merfolk javelineer]]s. Their ability to suddenly dump you in water is extremely dangerous if you're engaged in melee with other merfolk at the time. | + | *Without [[cold resistance]] and [[steam resistance]], aquamancers can be even worse than [[merfolk javelineer]]s. Their ability to suddenly dump you in water is extremely dangerous if you're engaged in melee with [[water nymph]]s or other merfolk or at the time. |
*While you'll still take damage from Primal Wave, fighting them while [[fly]]ing means you won't have to stand around in shallow water after getting hit. | *While you'll still take damage from Primal Wave, fighting them while [[fly]]ing means you won't have to stand around in shallow water after getting hit. | ||
− | *Merfolk aquamancers often come with nice [[cutlass]], so [[Short Blade]] specialists should make sure they kill them someplace where their loot is accessible. | + | *Merfolk aquamancers often come with nice [[cutlass]]es, so [[Short Blade]] specialists should make sure they kill them someplace where their loot is accessible. |
[[Category:Merfolk]] | [[Category:Merfolk]] |
Revision as of 12:59, 5 May 2014
Version 0.14: 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 aquamancer m | |
---|---|
HP | 49-76 |
HD | 14 |
XP | 911 |
Speed | 10 (swim: 60%) |
AC | 0 |
EV | 12 |
Will | 74 |
Attack1 | 15 (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 | Actual spells See invisible Speaks Spellcaster Warm-blooded |
A slender merfolk mystic with unusually webby hands. Its form shifts and glistens as if seen through ocean spray. |
Useful Info
Merfolk aquamancers are aggressive casters that provide support for other merfolk opponents. They can deal steam, cold, or physical damage, and can temporarily turn perfectly safe terrain into shallow water or push you around the field. They can be found almost exclusively in the Shoals.
Spells
Spell set | |
---|---|
Slot1 | Primal Wave (3d20) |
Slot2 | Steam Ball (3d18) |
Slot3 | none |
Slot4 | Throw Icicle (3d23) |
Slot5 | none |
Slot6 | Blink |
Tips & Tricks
- Without cold resistance and steam resistance, aquamancers can be even worse than merfolk javelineers. Their ability to suddenly dump you in water is extremely dangerous if you're engaged in melee with water nymphs or other merfolk or at the time.
- While you'll still take damage from Primal Wave, fighting them while flying means you won't have to stand around in shallow water after getting hit.
- Merfolk aquamancers often come with nice cutlasses, so Short Blade specialists should make sure they kill them someplace where their loot is accessible.