Merfolk aquamancer
Revision as of 18:09, 29 January 2018 by NormalPerson7 (talk | contribs) (Update to 0.21, cutlasses --> rapiers.)
Version 0.21: 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 | 50-76 |
HD | 14 |
XP | 912 |
Speed | 10 (swim: 60%) |
AC | 0 |
EV | 12 |
Will | 80 |
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 | See invisible Speaks 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) | Wizard flag |
Slot2 | Steam Ball (3d18) | Wizard flag |
Slot3 | Throw Icicle (3d23) | Wizard flag |
Slot4 | Blink | Emergency flag, Wizard flag |
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 rapiers, so Short Blade specialists should make sure they kill them somewhere their loot is accessible.