Difference between revisions of "Transmuter"

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==Strategy==
 
==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]].
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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. Especially when Transmuters often want to dedicate XP to Transmutations, too.
  
[[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.
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===Spell Details===
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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 [[helmet]]s and [[boots]], Transmuters don't start with either.
  
[[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.
+
[[Wereblood]] is useful when fighting in groups; it's not amazing when you first hit level 2, but always remains decent in various crowded situations. It noise may also attract even more monsters; you 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 strong! Meanwhile, [[Ice Form]] is a more robust form with useful resistances and good damage. It's not as durable as any old melee fighter, but the cold damage slows down [[cold-blooded]] creatures, many of which are scary to face.
  
 
==History==
 
==History==

Revision as of 21:49, 22 March 2022

Version 0.28: 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. Especially when Transmuters often want to dedicate XP to Transmutations, too.

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.

Wereblood is useful when fighting in groups; it's not amazing when you first hit level 2, but always remains decent in various crowded situations. It noise may also attract even more monsters; you 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 strong! Meanwhile, Ice Form is a more robust form with useful resistances and good damage. It's not as durable as any old melee fighter, but the cold damage slows down cold-blooded creatures, many of which are scary to face.

History

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