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Merfolk aquamancer

From Ashenzari's Archive
Version 0.32: 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 41-84
HD 14
XP 832
Speed 10 (swim: 60%)
AC 2
EV 12
Will 80
Attack1 15 (hit: plain)



Resistances rDrown
Vulnerabilities None
Habitat Amphibious
Intelligence Human
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.

“Lord, Lord! methought, what pain it was to drown!
What dreadful noise of waters in mine ears!
What ugly sights of death within mine eyes!
Methought I saw a thousand fearful wrecks,
Ten thousand men that fishes gnawed upon,
Wedges of gold, great anchors, heaps of pearl,
Inestimable stones, unvalued jewels,
All scattered in the bottom of the sea:
Some lay in dead men’s skulls; and in those holes
Where eyes did once inhabit, there were crept,
As ’t were in scorn of eyes, reflecting gems.”
-William Shakespeare, _King Richard III_, I, iv. 1597

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

Tile Name Damage Range Flags
Primal Wave 3d22 6 Wizard flag
Steam Ball 3d18 6 Wizard flag
Throw Icicle 3d23 5 Wizard flag
Blink — — Emergency flag,
Wizard flag

Tips & Tricks

  • Aquamancers are around the level of merfolk javelineers in threat. Their spells hit very hard from a distance, and the ability to dump you in water is extremely dangerous when near water nymphs or other merfolk.
  • Their spells check three resistances: cold resistance, steam resistance, and drowning (resisted by being unbreathing or amphibious). It's unlikely for a character to have all three, so expect spikes of damage from time to time.
  • Flying is nice - you still take full damage from Primal Wave, but avoid being stuck in water.
  • Merfolk aquamancers often come with nice rapiers, so Short Blade specialists should make sure they kill them somewhere their loot is accessible.