From CrawlWiki
Jump to: navigation, search
Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
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.

Preferred Species

Troll, Naga, Merfolk, Draconian, Demigod, and Demonspawn are the recommended species if you pick a Transmuter Background.

Racial restrictions

As Ghouls and Mummies cannot transform themselves, they are forbidden for becoming transmuters.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Transmuters start with the Beastly Appendage spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

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.

Spell Details

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 few levels.

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 your attacks the venom brand, and boosts both unarmed damage and evasion. Unfortunately, it also melds all of your armour and leaves you vulnerable to poison yourself. But venom is quite powerful for the early game. Non-resistant melee threats can be kited, taking high poison damage. Once enemies reach max poison, you can just walk away (watch for attacks of opportunity though).

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.


Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver