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You see Merlkin
" Ugh! Ugh! Ugh!", "Holy banana!", "Chakka! Chakka!".

Notes

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.

Abilities

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

Damage Taken From Elements

Physical Bestiary Physical Icon Big
100%
Death Cursed Icon Big
100%
Holy Dazzled Icon Big
100%
Ice Freezing Icon Big
100%
Fire Burning Icon Big
100%
Energy Electrified Icon Big
100%
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, 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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