Siren (Race)
Sirens are merfolk. Underwater they breathe, see clearly, swim fast and heal quickly, and their song can stop a whole area of mobs from attacking. Fire is their weakness: every burn hurts much more.
Powers#
| Power | Effect | Cooldown |
|---|---|---|
| Amphibious | Breathes underwater, swims 50% faster, and mines at normal speed underwater (or while floating) without Aqua Affinity. Night Vision while submerged. | — |
| Holy Water | Heals 1 health every 1.25 s while in water or rain. | — |
| Sirens’ Song | Primary ability key: every mob within 48 blocks, except bosses and players, stops targeting the Siren for 19 s. | 75 s |
| Siren kin | Ice and Fire’s Sirens ignore the Siren. | — |
Drawbacks#
| Drawback | Effect |
|---|---|
| Flammable | +6 damage from every fire damage hit, including each tick of burning. |
| Aquatic | Counts as an aquatic mob, so Impaling deals extra damage to it. |
Note
Soulrend turns off Out of Your Depth and Captivating, so Sirens heal normally on land and have no villager trade bonus.
Playstyle#
The Siren is strongest near water, where it can retreat to heal. Sirens’ Song is an escape and a crowd-control tool: it covers a large area for 19 s. Fire Resistance and avoiding fire-using enemies matter more for a Siren than for any other race.
Pairs well with#
- Tideweaver: aqua spells fit the water theme.
- Cryomancer: ice magic keeps enemies away, which suits a race that can’t afford to be set on fire.