Difference between revisions of "Merfolk avatar"
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|vulnerabilities=None | |vulnerabilities=None | ||
|max_chunks=3 | |max_chunks=3 | ||
− | |meat={{ | + | |meat={{Clean corpse}} |
− | |xp= | + | |xp=933 |
|holiness={{Natural}} | |holiness={{Natural}} | ||
|magic_resistance=121 | |magic_resistance=121 | ||
− | |hp_range= | + | |hp_range=71-96 |
− | |avg_hp= | + | |avg_hp=83 |
|armour_class=4 | |armour_class=4 | ||
|evasion=12 | |evasion=12 | ||
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|speed= 10 (swim: 60%) | |speed= 10 (swim: 60%) | ||
|size={{Medium}} | |size={{Medium}} | ||
− | |item_use={{ | + | |item_use={{Uses nothing}} |
|attack1= | |attack1= | ||
|attack2= | |attack2= |
Revision as of 22:53, 29 August 2014
For a list of merfolk monsters, see List of merfolk
siren m | |
---|---|
HP | 71-96 |
HD | 13 |
XP | 933 |
Speed | 10 (swim: 60%) |
AC | 4 |
EV | 12 |
Will | 121
|
Resistances | rDrown, rWater |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Normal |
Uses | Uses nothing |
Holiness | Natural |
Size | Medium |
Type | mermaid, siren |
Flags | Fake spells No gen derived Speaks Warm-blooded |
Once a merfolk woman, she has become an avatar of the sunken god. Her voice can instill the same single-minded fascination that grabs hold of sailors on a long voyage. Her song also can call up the souls of others who have drowned in her waters in order to bring you the same watery bliss.
“Row'd on, in reach of an erected voice, |
Useful Info
A siren is similar to a mermaid, only more seductive. Her song not only mesmerises you, but also forces you to move one space toward her each turn. This movement effect is irresistible if you are already mesmerised when exposed to it. She can't drown you, as you will only enter deep water if playing a merfolk, octopode, or grey draconian, but she will retreat from you all the while, occasionally summoning drowned souls to kill you for her. They are commonly found throughout the Shoals.
Variant Siren
One variation of the Sewers has a sickly siren at the end of it. She has significantly lower HD than normal sirens, but she can still call up drowned souls or pull you into the shallow water bordering the ocean at the end of the map. This can be an extremely dangerous fight, and one should do everything in their power to end it quickly (or avoid it if you aren't up for a challenge).
A young woman with a fish tail in place of legs. She looks quite sick, but still capable of bespelling her audience. |
Tips & Tricks
- High magic resistance will let you ignore the singing effect. The spell can also be broken early by killing or confusing the siren, as well as through a number of other methods. See the mesmerise page for a full list.
- Although random blinks and teleports can also break mesmerism if you manage to leave LOS, you cannot willingly make controlled blinks or teleports away. If you can't lose the intrinsic no matter what, try teleporting to a space occupied by a monster to force the game to send you on a random teleport instead.
- Her drowned souls aren't very durable, but there are a lot of them and they won't stop coming until the siren is defeated. Focus on killing her quickly, and all her souls will dissipate.
- For melee-focused characters, if you have a means of flying and hasting yourself, then you can just chase down the siren and take her out up close. This poses significant dangers, of course, as you'll be taking significant amounts of asphyxiation damage from her drowned souls as you rush in. If possible, use ranged attacks instead to take her out in relative safety.
- Unbreathing species (the undead, gargoyles, and grey draconians) have little to fear from sirens apart from being lured into an unfavorable situation. Focus on other, more immediate threats first.
History
Prior to 0.14 sirens could not summon drowned souls.