Difference between revisions of "Barachi"

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m (Majang moved page Barachian to Barachi: Species was renamed before release of stable 0.20)
(updated name and flavor, added some explanation as to why this is a hard species)
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{{version|020}}
 
{{version|020}}
  
{{flavour|Barachians are an amphibious humanoid race, said to be distantly related to the Elves. Spawned in great numbers beneath the southern ice, their Mother-Father sends them forth to destroy and pillage the civilized lands. Barachians' most remarkable trait is their grossly overmuscled legs, which allow them to leap remarkable distances. When not leaping, they are somewhat slow-moving, but they do have considerable flexibility in skill choice.}}
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{{flavour|Barachim are an amphibious humanoid race, spawned at the dawn of time as servants for the gods. Inevitably, they rebelled and fled into the mortal world; but even uncounted years later, the darkness still flees at their approach, remembering those who they once served.
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Barachians' most remarkable trait is their grossly overmuscled legs, which allow them to leap great distances. When not leaping, they are somewhat slow-moving, and the long sight-lines that their heritage creates can be a major disadvantage, but they can master almost any skill.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
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==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Barachians receive the skills and equipment listed for their background.
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Barachim receive the skills and equipment listed for their background.
  
  
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{{species_aptitudes|Barachian}}
 
{{species_aptitudes|Barachian}}
 
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Having another tile added to their Line of Sight results in monsters becoming aware of them earlier and in greater numbers. The slow speed makes sure that a Barachi cannot outrun these monsters when the upstairs are far away. This is somewhat offset by the unique escape of hopping, which gives the Barachim actually a great advantage in places where a controlled blink is not possible, notably [[Zot]].
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The aptitudes of a Barachi, both for combat and magic, belong to the best among all species. This makes them very versatile.
  
 
==Strategy==
 
==Strategy==
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==History==
 
==History==
Barachians were added in [[0.20]].
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Barachim were added in [[0.20]]. Before release in the stable version, they were called Barachians.

Revision as of 10:26, 18 July 2017

Version 0.20: This article may not be up to date for the latest stable release of Crawl.
Barachim are an amphibious humanoid race, spawned at the dawn of time as servants for the gods. Inevitably, they rebelled and fled into the mortal world; but even uncounted years later, the darkness still flees at their approach, remembering those who they once served.

Barachians' most remarkable trait is their grossly overmuscled legs, which allow them to leap great distances. When not leaping, they are somewhat slow-moving, and the long sight-lines that their heritage creates can be a major disadvantage, but they can master almost any skill.

Innate Abilities

  • Swims
  • Slow 1: Barachians move slowly.
  • Strong Legs 1: Can hop short distances, but without complete accuracy. Hopping requires a LOS unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, statues. Hopping can be used to reliably free oneself from nets and webs. Hopping is not blinking, so it continues to function when one is affected by teleport restrictions or Dimension Anchor. After hopping, you will be unable to use this ability again until you have spent some time not moving. (Other actions, such as casting spells and attacking, are fine.)

Preferred Backgrounds

Level Bonuses

  • Strong Legs 2, at level 13: the hopping range is increased.

Starting Skills and Equipment

Barachim receive the skills and equipment listed for their background.


Difficulty of Play

SimpleIntermediateAdvanced

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting Script error Armour Script error Spellcasting Script error
Dodging Script error
Maces & Flails Script error Shields Script error Conjurations Script error
Axes Script error Stealth Script error Hexes Script error
Polearms Script error Summonings Script error
Staves Script error Invocations Script error Necromancy Script error
Unarmed Combat Script error Evocations Script error Translocations Script error
Throwing Script error Shapeshifting Script error Alchemy Script error
Fire Magic Script error
Short Blades Script error Ice Magic Script error
Long Blades Script error Air Magic Script error
Ranged Weapons Script error Experience Script error Earth Magic Script error

Having another tile added to their Line of Sight results in monsters becoming aware of them earlier and in greater numbers. The slow speed makes sure that a Barachi cannot outrun these monsters when the upstairs are far away. This is somewhat offset by the unique escape of hopping, which gives the Barachim actually a great advantage in places where a controlled blink is not possible, notably Zot. The aptitudes of a Barachi, both for combat and magic, belong to the best among all species. This makes them very versatile.

Strategy

History

Barachim were added in 0.20. Before release in the stable version, they were called Barachians.