Property Value
Combat Properties
Health Health Icon 235
Experience Experience Icon 145
Est. Max Dmg 210
Summon (not possible)
Convince (not possible)
General Properties
Name Merlkin
Classification Apes
Spawn Type
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Earth 100%
Fire 100%
Death 100%
Energy 100%
Holy 100%
Ice 100%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioural Properties
Walks around
Walks through
Other Properties
Version Unknown.
Status Active
You see Merlkin.
" Ugh! Ugh! Ugh!", "Holy banana!", "Chakka! Chakka!".


The Merlkin are magic-using 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.


Melee (0-30), Distance Energy attack (15-45), Distance Fire attack (0-90), Poison Fields, Self-Healing.

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


Banuta, north-east of Port Hope.



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.


0-30 gp, 0-12 Bananas, 0-5 Oranges, Magic Light Wand, Mana Potion (rare), Wand of Decay (rare), Small Amethyst (rare), Ape Fur (rare), Banana Staff (very rare).

(Loot Statistics)

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