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Properties

Property Value
Combat Properties
Health Health Icon 235
Experience Experience Icon 145
Speed Haste Icon 97
Armor Armor Icon 16
Est. Max Dmg 170
Summon (not possible)
Convince (not possible)
General Properties
Name Merlkin
Classification Apes
Spawn Type
Illusionable
Pushable ?
Pushes ?
Bestiary Properties
Class Mammal
Difficulty Bestiary Level Easy
Occurrence Bestiary Occurrence Common
Charm Points 15 Charm Icon
Elemental Properties
Physical 100%
Holy 90%
Death 105%
Fire 80%
Energy 90%
Ice 115%
Earth 100%
Drown 100%
Life Drain 100%
Heal 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Fire
Poison
Walks through
Other Properties
Version 7.5
August 9, 2005
Status Active
Help
Merlkin
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!

Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
You may hunt 300 Kongra, Sibang, Merlkin combined, as a task of the Killing in the Name of... Quest.
Spoiler ends here.

Abilities

Melee (0-30), Heavy Magic Missile (15-45), Fireball (60-90), Poison Fields, Self-Healing(About 30).

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    -10%
  • Death
    +5%
  • Fire
    -20%
  • Energy
    -10%
  • Ice
    +15%
  • Earth
    +0%

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)