Difference between revisions of "Merfolk"

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''This page is about the player [[species]]. For the monster, see [[List of merfolk]].''
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{{version012}}
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''This page is about the player [[species]]. For the monster, see [[Merfolk (monster)]]. For a list of all merfolk monsters, see [[List of merfolk]].''
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{{flavour|The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers, seldom venturing toward land. However, Merfolk aren't as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.
  
[[Merfolk]] are a hybrid race of half-[[human]], half-fish that typically live in oceans or rivers and seldom come onto the land. The merfolk aren't as limited on land as some myths suggest: their tails quickly form into legs when they leave water, and revert when once again submerged. Their agility is often misjudged, and they tend to be surprising nimble on land as well as in the water. Expert swimmers, they need not fear drowning as they can quickly slip out of any encumbering [[armour]] during the transformation into their half-fish form.
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The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer swords quite well.
  
Merfolk martial arts focus on thrusting and grappling, the most efficient ways to fight underwater. They prefer to wield [[polearms]] and [[short blades]], though they can also use [[unarmed combat]] and [[long blades]] well.
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As spellcasters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use poison and ice magic, which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magic seems foreign to them.}}
 
 
Their close relationship with water and innate transformative abilities make [[Poison Magic]], [[Ice Magic]], [[Charms]], and especially [[Transmutations]] easy for them, but they have at best mediocre talent at most other magic.
 
  
 
==Innate Abilities==
 
==Innate Abilities==
 
*Merfolk revert to their natural form in water, giving them a [[spriggan]]'s speed, +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however.
 
*Merfolk revert to their natural form in water, giving them a [[spriggan]]'s speed, +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however.
*Merfolk produce friendly [[water elemental]]s more often when using [[Summon Elemental]].
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
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==Difficulty of Play==
 
==Difficulty of Play==
 
 
{{Beginner}}
 
{{Beginner}}
  
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==Strategy==
 
==Strategy==
 
 
*[[Lawman's Skald guide|Merfolk Skald guide]]
 
*[[Lawman's Skald guide|Merfolk Skald guide]]
 
*[[Ophanim's Merfolk Death Knight Guide]]
 
*[[Ophanim's Merfolk Death Knight Guide]]
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[[Category:Species]][[Category:Merfolk]]
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[[Category:Species]]
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[[Category:Merfolk]]

Revision as of 05:37, 11 June 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.

This page is about the player species. For the monster, see Merfolk (monster). For a list of all merfolk monsters, see List of merfolk.

The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers, seldom venturing toward land. However, Merfolk aren't as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.

The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer swords quite well.

As spellcasters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use poison and ice magic, which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magic seems foreign to them.

Innate Abilities

  • Merfolk revert to their natural form in water, giving them a spriggan's speed, +50 stealth, and +25% EV (min +2, max +9). Their boots meld into them (even if cursed) and stop functioning, however.

Preferred Backgrounds

Merfolk prefer to become Gladiators, Assassins, Berserkers, Abyssal Knights, Death Knights, Healers, Skalds, Transmuters, Enchanters, Ice Elementalists, Venom Mages, and Artificers.

Level Bonuses

  • Merfolk gain a random stat increase every 5 levels starting at level 5.
  • Merfolk have average HP.
  • Merfolk have average MP.
  • Merfolk gain 3 magic resistance per level.

Difficulty of Play

SimpleIntermediateAdvanced

Merfolk are an easy race to play because of their strong fighting capabilities (especially with polearms), decent specialization in magic (especially in transmutations), and the ability to traverse water unhindered.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 1 Armour -3 Spellcasting -1
Short Blades 2 Dodging 3 Conjurations -2
Long Blades 1 Stealth 2 Hexes 0
Axes -2 Stabbing 2 Charms 1
Maces & Flails -2 Shields 0 Summonings 0
Polearms 4 Traps -1 Necromancy -2
Staves -2 Translocations -2
Unarmed Combat 1 Transmutation 3
Fire Magic -3
Throwing 0 Ice Magic 1 Invocations 1
Slings -2 Air Magic -2 Evocations 1
Bows -2 Earth Magic -2
Crossbows -2 Poison Magic 1 Experience 0

Strategy