Difference between revisions of "Transmuter"

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{{flavour|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.}}
 
{{flavour|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.}}
 
'''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.  
 
'''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 Races==
 
==Preferred Races==
 
 
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]] and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.
 
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]] and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.
  
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*[[Spider Form]]
 
*[[Spider Form]]
 
*[[Ice Form]]
 
*[[Ice Form]]
*[[Blade Hands]]
 
  
 
Transmuters start with the [[Beastly Appendage]] spell memorised.
 
Transmuters start with the [[Beastly Appendage]] spell memorised.
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[[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.
 
[[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.
  
[[Ice Form]] is a more robust form with useful resistances and good damage. [[Blade Hands]] lets you keep most of your equipment, while boosting your base damage to a formidable 22.
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[[Ice Form]] is a more robust form with useful resistances and good damage.
  
 
==History==
 
==History==
*In [[0.27]], Transmuters will be untied to the shortened [[Book of Changes]] and will lose access to [[Blade Hands]].
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*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, their starting [[arrow]]s were removed, too.
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*Prior to [[0.26]], Transmuters started with [[Sticks to Snakes]] instead of [[Wereblood]]. As such, their starting [[arrow]]s were removed, too.
*Prior to [[0.14]], transmuters started with 20 [[gold]].
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*Prior to [[0.14]], Transmuters started with 20 [[gold]].
  
 
{{backgrounds}}
 
{{backgrounds}}
  
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]
[[Category:Crystal Ball Articles]]
 

Revision as of 21:04, 29 September 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
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.

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 Races

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

Racial restrictions

Ghouls and Mummies are forbidden for becoming transmuters, because they cannot use most transmutations.

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.

Strategy

Transmuters in general have a somewhat rough 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. 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.

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.

Ice Form is a more robust form with useful resistances and good damage.

History

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