|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities. They also enter the dungeon with a potion of lignification.|
Transmuters are magicians who specialise in Transmutations magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them.
Troll, Naga, Merfolk, Draconian, Demigod, and Demonspawn are the recommended species if you pick a Transmuter Background.
As Ghouls and Mummies cannot transform themselves, they are forbidden for becoming transmuters.
Some species may receive different items based on their unique restrictions.
Transmuters start with the Beastly Appendage spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Fighting: 1
- Unarmed Combat: 3
- Dodging: 2
- Spellcasting: 2
- Transmutations: 2
Choosing Transmuter adds 2 to your starting Strength, 5 to your starting Intelligence and 5 to your starting Dexterity.
Transmuters have a rougher start in the Dungeon. Unarmed Combat, even though strong later in the game, struggles to keep up with weapons in the early game, with a base damage of only 3 for most species. This is exacerbated by a Transmuter's need to dedicate XP to Transmutations to unlock better combat forms.
Many transmuters may want to forgo their form spells and focus on melee and defenses, at least until they become competent at their main combat skills.
Casting Beastly Appendage before every fight is a must for survival, and is recommended even if you play an already strong species like Minotaur or Troll. It creates Horns and Talons to attack more in combat. While eventually a liability once you get helmets and boots, Transmuters don't start with either. Beastly Appendage works with weapons, so using a dagger or short sword can be optimal for the first level or 2.
Wereblood is useful when fighting groups; it's not amazing when you first hit level 2, but always remains helpful in various crowded situations throughout the game. Its noise may also attract even more monsters; you'll want to be in a hallway when fighting like this.
Spider Form gives boosts to unarmed damage and evasion, while also making your attacks venom-branded. Unfortunately, it also melds all of your armor and leaves you vulnerable to poison yourself. But venom is quite powerful. Melee threats can be kited, taking respectable poison damage while you just walk away (though be wary of leaving yourself open to attacks of opportunity).
Meanwhile, Ice Form is a more robust form with useful resistances and good damage. It might not be as durable as any old melee fighter, but the cold damage slows down cold-blooded creatures, many of which are scary to face early on. While you become vulnerable to fire, you start hitting like a beast -- damage is equivalent to a strong, branded one-handed weapon, even at 0 UC skill.
- In 0.29, Transmutaters gained a potion of lignification; most other backgrounds also gained a buff.
- Prior to 0.27, Transmuters started with the Book of Changes and had access to Blade Hands.
- Prior to 0.26, Transmuters started with Sticks to Snakes instead of Wereblood. As such, they started with 12 arrows.
- Prior to 0.14, Transmuters started with 20 gold.
|Warriors||Fighter • Gladiator • Monk • Hunter • Brigand|
|Zealots||Berserker • Abyssal Knight • Chaos Knight • Cinder Acolyte|
|Warrior-mages||Enchanter • Transmuter • Arcane Marksman • Warper|
|Mages||Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Venom Mage|
|Adventurers||Artificer • Wanderer • Delver|