TibiaWiki
m (occurrence)
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| actualname = merlkin
 
| actualname = merlkin
 
| plural = merlkins
 
| plural = merlkins
| implemented = 7.5
 
 
| hp = 235
 
| hp = 235
 
| exp = 145
 
| exp = 145
 
| armor = 16
 
| summon = --
 
| summon = --
 
| convince = --
 
| convince = --
Line 18: Line 18:
 
| abilities = [[Melee]] (0-30), [[Heavy Magic Missile]] (15-45), [[Fireball]] (60-90), [[Poison Field]]s, [[Self-Healing]](About 30).
 
| abilities = [[Melee]] (0-30), [[Heavy Magic Missile]] (15-45), [[Fireball]] (60-90), [[Poison Field]]s, [[Self-Healing]](About 30).
 
| maxdmg = 170
 
| maxdmg = 170
| armor = 16
+
| pushable = ?
  +
| pushobjects = ?
 
| walksaround = Fire, Energy, Poison
 
| walksthrough = None
 
| walksthrough = None
| walksaround = Fire, Energy, Poison
 
| senseinvis = yes
 
 
| paraimmune = ?
 
| paraimmune = ?
  +
| senseinvis = yes
 
| physicalDmgMod = 100%
 
| physicalDmgMod = 100%
| holyDmgMod = 90%
+
| earthDmgMod = 100%
| deathDmgMod = 105%
 
 
| fireDmgMod = 80%
 
| fireDmgMod = 80%
 
| deathDmgMod = 105%
 
| energyDmgMod = 90%
 
| energyDmgMod = 90%
  +
| holyDmgMod = 90%
 
| iceDmgMod = 115%
 
| iceDmgMod = 115%
| earthDmgMod = 100%
 
| drownDmgMod = 100%?
 
 
| hpDrainDmgMod = 100%?
 
| hpDrainDmgMod = 100%?
 
| drownDmgMod = 100%?
 
| healMod = 100%?
 
| bestiaryname = merlkin
 
| bestiaryname = merlkin
 
| bestiarytext = Even a few of the ape people are able to command some kind of strange magic. It is hard to say which role the Merlkins play in the ape society, but they are probably described best as some kind of primitive witch doctors. It is another mystery how those primitives were able to develop any kind of magic at all, but 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 with whom they seem to live in an uneasy peace. Animosities between the different breeds have been reported, so it is unlikely that the Merlkin are a kind of elite among the apes. Still they work together with the other ape races and their strange magic combined with the skills of the others form very effective attack forces.
 
| bestiarytext = Even a few of the ape people are able to command some kind of strange magic. It is hard to say which role the Merlkins play in the ape society, but they are probably described best as some kind of primitive witch doctors. It is another mystery how those primitives were able to develop any kind of magic at all, but 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 with whom they seem to live in an uneasy peace. Animosities between the different breeds have been reported, so it is unlikely that the Merlkin are a kind of elite among the apes. Still they work together with the other ape races and their strange magic combined with the skills of the others form very effective attack forces.
 
| sounds = {{Sound List|Ugh! Ugh! Ugh!|Holy banana!|Chakka! Chakka!}}
 
| sounds = {{Sound List|Ugh! Ugh! Ugh!|Holy banana!|Chakka! Chakka!}}
 
| implemented = 7.5
 
| 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!
 
| 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!
 
{{JSpoiler|You may hunt 300 [[Kongra]], [[Sibang]], Merlkin combined, as a task of the [[Killing in the Name of... Quest]].}}
 
{{JSpoiler|You may hunt 300 [[Kongra]], [[Sibang]], Merlkin combined, as a task of the [[Killing in the Name of... Quest]].}}
 
 
| behaviour = Merlkin can be very tricky because they can spam you with attacks and walk away. They will try to keep a short distance from you, but they are easy to catch since they do not run very fast. They can move items that are in their way and [[Retarget]]. They have the ability to bring down even a high level player.
 
| behaviour = Merlkin can be very tricky because they can spam you with attacks and walk away. They will try to keep a short distance from you, but they are easy to catch since they do not run very fast. They can move items that are in their way and [[Retarget]]. They have the ability to bring down even a high level player.
 
| speed = 97
 
| speed = 97
| 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.<br>'''[[Knight]]s''' should drive it in a corner and kill it with a two-handed weapon.<br>'''Other vocations''' should use [[Bolt]]s, [[Icicle (Rune)|Icicle]] runes, or [[Avalanche (rune)|Avalanches]] to kill them fast.
 
| 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.<br>'''[[Knight]]s''' should drive it in a corner and kill it with a two-handed weapon.<br>'''Other vocations''' should use [[Bolt]]s, [[Icicle (Rune)|Icicle]] runes, or [[Avalanche (rune)|Avalanches]] to kill them fast.
 
| location = [[Banuta]], north-east of [[Port Hope]].
 
| loot = {{Loot Table
 
| loot = {{Loot Table
 
|{{Loot Item|0-45|Gold Coin}}
 
|{{Loot Item|0-45|Gold Coin}}

Revision as of 13:05, 28 April 2019

latest?cb=20171218211158&path-prefix=en&format=original
You see a merlkin
  • Ugh! Ugh! Ugh!
  • Holy banana!
  • Chakka! Chakka!

Notes

Even a few of the ape people are able to command some kind of strange magic. It is hard to say which role the Merlkins play in the ape society, but they are probably described best as some kind of primitive witch doctors. It is another mystery how those primitives were able to develop any kind of magic at all, but 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 with whom they seem to live in an uneasy peace. Animosities between the different breeds have been reported, so it is unlikely that the Merlkin are a kind of elite among the apes. Still they work together with the other ape races and their strange magic combined with the skills of the others form very effective attack forces.

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! You may hunt 300 Kongra, Sibang, Merlkin combined, as a task of the Killing in the Name of... Quest.

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.

Behaviour

Merlkin can be very tricky because they can spam you with attacks and walk away. They will try to keep a short distance from you, but they are easy to catch since they do not run very fast. They can move items that are in their way and Retarget. They have the ability to bring down even a high level player.

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

(Loot Statistics)