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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{{version021}}
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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). 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.
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==Innate Abilities==
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*Merfolk revert to their natural form in water, giving them -4 [[movement delay]], +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however.
  
==Innate Abilities==
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Merfolk have a base [[Strength]] of 8, [[Intelligence]] of 7 and [[Dexterity]] of 9 (before Background modifiers).
*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==
Merfolk prefer to become [[Gladiator]]s, [[Assassin]]s, [[Berserker]]s, [[Abyssal Knight]]s, [[Death Knight]]s, [[Healer]]s, [[Skald]]s, [[Transmuter]]s, [[Enchanter]]s, [[Ice Elementalist]]s, [[Venom Mage]]s, and [[Artificer]]s.
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*'''Warriors:''' [[Gladiator]]
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*'''Zealots:''' [[Berserker]]
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*'''Warrior-mages:''' [[Skald]], [[Transmuter]]
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*'''Mages:''' [[Summoner]], [[Ice Elementalist]], [[Venom Mage]]
  
 
==Level Bonuses==
 
==Level Bonuses==
*Merfolk gain a random stat increase every 5 levels starting at level 5.
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*+1 to a random [[stat]] every 5th level.
*Merfolk have average HP.
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*Average [[HP]] and [[MP]].
*Merfolk have average MP.
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*+3 [[magic resistance]] per level.
*Merfolk gain 3 magic resistance per level.
 
  
 
==Difficulty of Play==
 
==Difficulty of Play==
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{{Beginner}}
  
{{Beginner}}
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Merfolk are a fairly straightforward species due to their well-defined strengths. Their movement speed and EV bonus in water can also come in handy, particularly in water-themed [[vault]]s, the [[Shoals]], the [[Swamp]], and parts of the [[Abyss]].
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{{species_aptitudes|Merfolk}}
  
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.
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==History==
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Prior to [[0.14]], merfolk were immune to the [[mesmerise|mesmerisation]] attempts of [[mermaid]]s and [[siren]]s.
  
{{aptitudes
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Merfolk's unstable nature persists not only across space, but apparently across time as well. In very old versions of the game, cursed boots would prevent them from swimming, as would wearing heavier armour. On the flip side, they used to have above-average HP, and [[spear]]s would be replaced by [[trident]]s in their starting inventory, generally making their game even easier.
|arm = -3
 
|ddg = +3
 
|sth = +1
 
|stb = +2
 
|shd = 0
 
|t&d = -1
 
|inv = 0
 
|evo = 0
 
|exp = 120
 
|fgt = +1
 
|sbl = +2
 
|lbl = +1
 
|axs = -2
 
|m&f = -2
 
|pla = +4
 
|stv = -2
 
|u_c = +1
 
|thr = 0
 
|slg = -2
 
|bws = -2
 
|crb = -2
 
|spc = 0
 
|coj = -2
 
|hex = 0
 
|cha = +1
 
|sum = 0
 
|nec = -2
 
|trl = -2
 
|trm = +3
 
|fir = -3
 
|ice = +1
 
|air = -2
 
|ear = -2
 
|poi = +1
 
}}
 
  
==Strategy==
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[[Category:Merfolk]]
[[Skald guide|Merfolk Skald guide]]
 
  
[[Category:Species]][[Category:Merfolk]]
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{{species}}

Revision as of 09:09, 31 January 2018

Version 0.21: 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). 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 -4 movement delay, +50 stealth, and +25% EV (min +2, max +9). Their boots meld into them (even if cursed) and stop functioning, however.

Merfolk have a base Strength of 8, Intelligence of 7 and Dexterity of 9 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

Difficulty of Play

SimpleIntermediateAdvanced

Merfolk are a fairly straightforward species due to their well-defined strengths. Their movement speed and EV bonus in water can also come in handy, particularly in water-themed vaults, the Shoals, the Swamp, and parts of the Abyss.

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
Dodging 3
Maces & Flails -2 Shields 0 Conjurations -2
Axes -2 Stealth 2 Hexes 0
Polearms 3 Summonings 0
Staves -2 Invocations 1 Necromancy -2
Unarmed Combat 1 Evocations 0 Translocations -2
Throwing 0 Shapeshifting 2 Alchemy 3
Fire Magic -3
Short Blades 2 Ice Magic 1
Long Blades 2 Air Magic -2
Ranged Weapons -2 Experience 0 Earth Magic -2

History

Prior to 0.14, merfolk were immune to the mesmerisation attempts of mermaids and sirens.

Merfolk's unstable nature persists not only across space, but apparently across time as well. In very old versions of the game, cursed boots would prevent them from swimming, as would wearing heavier armour. On the flip side, they used to have above-average HP, and spears would be replaced by tridents in their starting inventory, generally making their game even easier.

Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy