About: Merlkin   Sponge Permalink

An Entity of Type : dbkwik:resource/6_E3Vm7U5aYPXO61bTJKrA==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

__NOEDITSECTION__ __NOWYSIWYG__

AttributesValues
rdf:type
rdfs:label
  • Merlkin
  • Merlkin
  • Merlkin
  • Merlkin
rdfs:comment
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
immunities
walksaround
  • Fire, Energy, Poison
strongagainst
  • Fire Damage , Energy Damage and Holy Damage .
implemented
  • 7(xsd:double)
Behavior
  • 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.
  • 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.
weakagainst
  • Ice Damage and Death Damage .
creatureclass
  • Mammals
  • Mammals
  • Mammals
bestiaryclass
  • Mammal
senseinvis
  • yes
paraimmune
  • ?
fireDmgMod
  • 80.0
convince
  • --
  • --
  • --
deathDmgMod
  • 105.0
iceDmgMod
  • 115.0
immuneto
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.
walksthrough
  • None
Summon
  • --
  • --
  • --
actualname
  • merlkin
hpDrainDmgMod
  • 100(xsd:integer)
holyDmgMod
  • 90.0
energyDmgMod
  • 90.0
physicalDmgMod
  • 100.0
MaxDmg
  • 170(xsd:integer)
earthDmgMod
  • 100.0
bestiarylevel
  • Easy
isboss
  • no
  • no
  • no
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.
bestiaryname
  • merlkin
drownDmgMod
  • 100(xsd:integer)
illusionable
  • yes
  • yes
  • yes
Loot
  • 0(xsd:integer)
primarytype
  • Apes
  • Apes
  • Apes
dbkwik:es.tibia/pr...iPageUsesTemplate
dbkwik:sv.tibia/pr...iPageUsesTemplate
dbkwik:tibia/prope...iPageUsesTemplate
Article
  • a
Speed
  • 97(xsd:integer)
Armor
  • 16(xsd:integer)
Name
  • Merlkin
  • Merlkin
  • Merlkin
Abilities
  • Melee , Heavy Magic Missile , Fireball , Poison Fields, Self-Healing.
  • Melee , Heavy Magic Missile , Fireball , Poison Fields, Self-Healing.
  • Melee , Heavy Magic Missile , Fireball , Poison Fields, Self-Healing.
Exp
  • 145(xsd:integer)
Ratio
  • 0(xsd:integer)
  • 630(xsd:integer)
plural
  • merlkins
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 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 mutch stronger, so take care!
  • 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 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!
  • 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 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: *Concept Art
Sounds
  • "Ugh! Ugh! Ugh!"; "Holy banana!"; "Chakka! Chakka!".
  • "Ugh! Ugh! Ugh!"; "Holy banana!"; "Chakka! Chakka!".
HP
  • 235(xsd:integer)
Location
  • Banuta, north-east of Port Hope.
  • Banuta, north-east of Port Hope.
  • Banuta, north-east of Port Hope.
Strategy
  • Knights should drive it in a corner and kill it with a two-handed weapon.
  • Knights should drive it in a corner and kill it with a two-handed weapon.
  • 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.
  • Other vocations should use Bolts, Icicle runes, or Avalanches to kill them fast.
  • Other vocations should use Bolts, Icicle runes, or Avalanches to kill them fast.
  • Always kill the Merlkins in a group of apes first, since they can do the most damage, and can spam you with distance attacks.
  • Always kill the Merlkins in a group of apes first, since they can do the most damage, and can spam you with distance attacks.
  • Always kill the Merlkins in a group of apes first, since they can do the most damage, and can spam you with distance attacks.
abstract
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
is droppedBy of
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