Merfolk aquamancer

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Revision as of 19:09, 29 January 2018 by NormalPerson7 (talk | contribs) (Update to 0.21, cutlasses --> rapiers.)
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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 mMerfolk aquamancer.png
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.