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Merlkin

Merlkin

Charm15
Kills to unlock500
16 Armor
235 Health
145 Experience
170
148~151 Experience
97 Speed
1.65% Mitigation
Damage taken
Weak
105%115%
Resistant
90%80%90%
Neutral
100%100%100%100%

Abilities

Melee0-30
Energy Strike (15-45) Merlkin
Fire Strike (30-90) Merlkin
Creates Poison Fields Merlkin
Self-Healing

Location

Banuta, north-east of Port Hope.

General Properties

ClassificationApes
Spawn TypeRegular
Illusionable
Pushable
Pushes

Bestiary Properties

ClassMammal
DifficultyEasy
OccurrenceCommon
BehaviourDistance Fighting Icon Magic Level Icon
Soul CoreMerlkin Soul Core

Immunity Properties

Paralysable
Sense Invis

Behavioural Properties

Walks AroundEnergy Field (Square) Energy
Fire Fire
Poison Gas Poison

Other Properties

Version7.5
August 09, 2005
Summer Update 2005
StatusActive

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.

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.

A merlkin attacks from a distance.

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.