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#REDIRECT[[Meteoran]]
{{flavour|Meteorae are the people of the heavens, fallen to earth. They possess exceptional skills, an uncanny sense for the space around them, and the ability to recover health and magic as they explore the dungeon. However, as creatures clearly not native to the world, they are easy prey for the dark forces that hunt adventurers - they have one-tenth as much time as normal before Zot finds them. (See the section on 'Zot' for more.)}}
 
 
 
==Innate Abilities==
 
*'''[[Short Lifespan]]:''' Meteorae are astral creatures, and thus easily found by Zot. Their [[Zot clock]] runs 10 times faster (+600 deca[[Aut]] per floor, for 2,700 decaAut maximum), and they only recieve 200 turns if Zot finds them.
 
*'''[[Passive Mapping]] 1:''' Meteorae can sense parts of the layout of the dungeon around them.
 
*'''Explore Regen:''' Meteorae regenerate HP and MP as they explore. For every new tile uncovered, you regenerate 1/210 of your max HP and 1/135 of your max MP. Unaffected by Passive Mapping or [[magic mapping]].
 
*'''Glowing:''' Meteorae glow, as if they were inflicted with [[Corona]]. They are unable to go [[invisible]], their [[stealth]] is reduced, and monsters are more likely to hit them.
 
*'''Damage Reduction:''' Meteorae suffer less damage from every source. See below for more details.
 
 
 
Mayflytaurs have a base [[Strength]] of 9, [[Intelligence]] of 9, and [[Dexterity]] of 9 (before [[background]] modifiers).
 
 
 
==Preferred Backgrounds==
 
*'''Warriors:''' [[Fighter]]
 
*'''Zealots:''' [[Cinder Acolyte]]
 
*'''Adventurers:''' [[Wanderer]]
 
*'''Warrior-Mages:''' [[Transmuter]]
 
*'''Mages:''' [[Hedge Wizard]], [[Earth Elementalist]]
 
 
 
==Level Bonuses==
 
*+1 [[strength]], [[intelligence]], or [[dexterity]] (equal chance) every 3rd level.
 
*20% more [[HP]] than average.
 
*10% more [[MP]] than average.
 
*+5 [[willpower]] per level.
 
*At level 6, gain [[Mana Regeneration]] 1.
 
*At levels 9 and 18, your Passive Mapping is upgraded to ranks 2 and 3, respectively.
 
*At level 15, gain [[Regeneration (mutation)|Regeneration]] 1.
 
 
 
===Damage Reduction===
 
The formula for Meteorae's damage reduction is <code>1d(1 + 1d(1 + floor(XL / 3)))</code>. This is applied against all damage they receive, even against attacks that are normally irresistible like [[smiting]] or [[damnation]]. It is not applied to damage from spell or ability activation sources, such as [[Makhleb]]'s abilities. The reduction is improved every three [[experience level]]s as per table below.
 
 
 
{| class="prettytable"
 
!Level !! Maximum !! Average
 
|-
 
|1  || 2 || 1.5
 
|-
 
|3  || 3 || 1.75
 
|-
 
|6  || 4 || 2
 
|-
 
|9  || 5 || 2.25
 
|-
 
|12 || 6 || 2.5
 
|-
 
|15 || 7 || 2.75
 
|-
 
|18 || 8 || 3
 
|-
 
|21 || 9 || 3.25
 
|-
 
|24 || 10 || 3.5
 
|-
 
|27|| 11 || 3.75
 
|}
 
Minimum reduction is always 1 point of damage.
 
 
 
[[Poison]] is treated slightly differently; the effective duration of poison is lowered so that up to 25 points of poison damage are shaved at once <ref>{{source ref|0.28.0|player.cc|4187}}</ref>.
 
 
 
==Starting Skills and Equipment==
 
Meteorae start with the skills and equipment listed for their background.
 
 
 
==Difficulty of Play==
 
{{Hard}}
 
Thanks to their extremely restrictive turn conducts, playing Meteorae like any other character - at least in any form of casual sense - is outright impossible. They often have to use [[speedrun|meta turncount strategies]] just to live, such as skipping floors and rushing the [[Lair]] branches quickly. See the [[Meteoran#Shaving Turns|Strategy]] section for more details. These tactics often make Meteorae underleveled, even with their absurd aptitudes, let alone undergeared.
 
 
 
{{aptitudes
 
|arm = 2
 
|ddg = 2
 
|sth = -2
 
|stb = n/a
 
|shd = 2
 
|t&d = n/a
 
|inv = 3
 
|evo = 2
 
|exp = 2
 
|fgt = 1
 
|sbl = 1
 
|lbl = 2
 
|axs = 2
 
|m&f = 3
 
|pla = 2
 
|stv = 2
 
|u_c = 2
 
|thr = 1
 
|slg = 1
 
|bws = 1
 
|crb = 1
 
|spc = 2
 
|coj = 2
 
|hex = 2
 
|cha = n/a
 
|sum = 2
 
|nec = 1
 
|trl = 2
 
|trm = 2
 
|fir = 2
 
|ice = 1
 
|air = 2
 
|ear = 1
 
|poi = 2
 
}}
 
 
 
==Strategy==
 
*Meteorae should heavily consider [[ranged weapon]]s, or at least, [[Throwing]]. Ranged combat means that you don't need to regenerate, don't need to tank hits (as much), and don't need to use MP, enabling you to better tackle enemies above your weight level.
 
*[[Okawaru]] synergizes well with the Meteoran playstyle. Meteorae are often underleveled, even with their +2 XP aptitude, meaning that their battles are considered 'tougher' and reward more piety. This can be used to get consistent and strong buffs that make up for being underleveled. Oka will also gift a healthy amount of gear, both ranged and not.
 
*Visiting [[shop]]s is often a struggle. Be prepared to simply never visit a shop again - this applies especially to the [[Orcish Mines]], so come only when you're prepared. [[Gozag]] might ease the pain a little, but using Call Merchant will introduce even more shops to consider.
 
 
 
===Shaving Turns===
 
Meteorae play like no other species, at least in any form casual manner. Here are some pointers to playing a [[speedrun|turn-count]] species effectively:
 
*[[Walkthrough|Routing]]: If possible, try to do branches in sequential order. This means going to [[Lair]] as soon as you find it, then the 3 branches in it almost immediately after. With the caveat that, yes, you need to be prepared first. If not, make sure to save a healthy amount of turns (both in the Dungeon and Lair) for backtracking.
 
**It's best to know the tools you'll need for each floor. Whenever it'd be a reliably castable spell, a decent amount of relevant consumables (like [[lignification]] for Lair), or a certain level of weapon training, these set goals can help make things reliable.
 
*Remember that full clearing every floor is nigh impossible for a Meteoran. Be ready to skip floors on a dime, and bank a healthy amonut of turns for dangerous situations.
 
**This does ''not'' mean that you can't [[autoexplore]]! Though take a close look and note when you'd be going far just to uncover a few extra tiles, and be prepared to descend very early. Autoexplore is still inefficent with turns, so the more optimal way is to not (unless you're overprepared).
 
**Try to take every unknown [[staircase]] you find. This includes downstairs ''and'' upstairs, even if you'd feel unprepared. This action exposes the greatest amount of tiles. If you aren't ready, you can go back up - though you might see a useful item here or there.
 
**Unlike a 'proper' turn-count run, there's no need to completely skip branches. For example
 
*It is extremely difficult to pinpoint ''when'' you're ready to take on the next challenge, and a suprising [[unique]] or monster might change your plans, anyway. [[Mummies]] and self-restricting [[Gnoll]]s (using only 1 type of offense) can already survive with severe deficiencies, so you could compare their skill levels to yours. Your extra HP and MP should make up for being somewhat underleveled. This, of course, ignores [[god]] choice.
 
*Abuse the exploration regeneration to the fullest. Regular species can already get away with exploring-instead-of-resting, and they don't have a gimmick to encourage it. Whenever you need to heal, explore, whenever that'd be in a upper floor or not.
 
 
 
==History==
 
*Meteorae are planned to be added in [[0.29]].
 
*A joke species with the same concept, the [[Mayflytaur]], was implemented during April Fools of 0.29-trunk.
 
 
 
==References==
 
<references/>
 

Latest revision as of 09:23, 3 July 2022

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