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.