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Revision as of 01:16, 31 July 2012

latest?cb=20171218211158&path-prefix=en&format=original
You see Merlkin
"Ugh! Ugh! Ugh!"; "Holy banana!"; "Chakka! Chakka!".

Notes

The Merlkin are the magic users of the apes. They can best be described by being some kind of primitive witch doctor. Considering the fact that those apes raid the human settlements to steal their tools, it is very likely that they have also stolen their knowledge about magic. Their ability to wield magic hints at a greater intelligence than that of their cousins (the Sibang and the Kongra) with whom they seem to live in an uneasy peace. Still, the Merlkins work together with the other ape races and their strange magic combined with the skills of the others form very effective attack forces. After the christmas update 2008, the merlkin could be seldom much stronger, so take care! See also:

Abilities

Melee (0-30), Heavy Magic Missile (15-45), Fireball (60-90), Poison Fields, Self-Healing(About 30).

Damage Taken From Elements

Physical Bestiary Physical Icon Big
100%
Death Cursed Icon Big
105%
Holy Dazzled Icon Big
90%
Ice Freezing Icon Big
115%
Fire Burning Icon Big
80%
Energy Electrified Icon Big
90%
Earth Poisoned Icon Big
100%

Location

Banuta, north-east of Port Hope.

Strategy

Always kill the Merlkins in a group of apes first, since they can do the most damage, and can spam you with distance attacks.
Knights should drive it in a corner and kill it with a two-handed weapon.
Other vocations should use Bolts, Icicle runes, or Avalanches to kill them fast.

Loot

0-62 gp, 0-12 Bananas, Banana Sash, 0-5 Oranges, Magic Light Wand, Mana Potion (rare), Wand of Decay (rare), Ape Fur (rare), Banana Staff (very rare), Small Amethyst (very rare).

(Loot Statistics)