Merfolk
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Template:Version033 This page is about the player species. For the monster, see Merfolk (monster). For a list of all merfolk monsters, see List of merfolk. Template:Flavour
Innate Abilities
- Nimble Swimmer 2: Merfolk are amphibious, meaning they can enter deep water and are immune to Engulf and drowning damage. When on/over water, they gain -4 aut movement delay, +50 stealth, and +25% EV (min +2).
- Mertail: When on/over water, Merfolk gain an auxiliary tail slap (damage = 6). Their boots meld into them and stop functioning, however.
Merfolk have a base Strength of 8, Intelligence of 7 and Dexterity of 9 (before Background modifiers).
Preferred Backgrounds
- Warriors: Gladiator
- Zealots: Berserker
- Adventurers: Shapeshifter
- Mages: Summoner, Ice Elementalist, Alchemist
Level Bonuses
Difficulty of Play
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.
History
- Prior to 0.33, merfolk had +3 Polearms and +2 Long Blades aptitudes.
- Prior to 0.29, merfolk had aptitudes of +4 Polearms and +1 Long Blades.
- Prior to 0.17, the evasion bonus for swimming merfolk was capped at +9 EV.
- 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.