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. | ||
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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]]. | 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]]. | ||
− | [[ | + | [[Wereblood]] is useful when fighting in groups; it's not amazing when you first hit level 2, but remains decent for most of the game. |
− | [[Ice Form]] is a more robust form with useful resistances and good damage. | + | [[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. Meanwhile, [[Ice Form]] is a more robust form with useful resistances and good damage. |
==History== | ==History== |
Revision as of 08:35, 13 February 2022
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.
Contents
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.
- +0 robe
Available Spells:
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.
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.
Wereblood is useful when fighting in groups; it's not amazing when you first hit level 2, but remains decent for most of the game.
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. Meanwhile, Ice Form is a more robust form with useful resistances and good damage.
History
- 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 arrows were removed, too.
- Prior to 0.14, Transmuters started with 20 gold.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |