Difference between revisions of "Transmuter"

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'''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==
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==Preferred Species==
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]], and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.
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[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]], and [[Demonspawn]] are the recommended species if you pick a Transmuter Background.
  
 
==Racial restrictions==
 
==Racial restrictions==
[[Ghoul]]s and [[Mu]]mmies are forbidden for becoming transmuters, because they cannot use most transmutations.
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As [[Ghoul]]s and [[Mu]]mmies cannot transform themselves, they are forbidden for becoming transmuters.
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==Starting Equipment==
 
==Starting Equipment==
 
Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
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==Strategy==
 
==Strategy==
Transmuters sometimes have a 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.
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Transmuters sometimes have a 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. This is exacerbated by a Transmuter's need to dedicate XP to Transmutations to unlock better combat forms.
  
 
===Spell Details===
 
===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 [[helmet]]s and [[boots]], Transmuters don't start with either.
 
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.
  
[[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. Its noise may also attract even more monsters; you want to be in a hallway when fighting like this.  
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[[Wereblood]] is useful when fighting groups; it's not amazing when you first hit level 2, but always remains decent in various crowded situations. Its noise may also attract even more monsters; you'll 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! Melee threats can be kited, taking respectable poison damage while you just walk away.
+
[[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! Melee threats can be kited, taking respectable poison damage while you just walk away (though be wary of leaving yourself open to [[attacks of opportunity]]).
  
Meanwhile, [[Ice Form]] is a more robust form with useful resistances and good damage. It might not be as durable as any old melee fighter, but the cold damage slows down [[cold-blooded]] creatures, many of which are scary to face. While you become vulnerable to fire, you start hitting like a beast -- damage is equivalent to a strong, [[brand]]ed one-handed weapon, ''before'' UC skill is applied.
+
Meanwhile, [[Ice Form]] is a more robust form with useful resistances and good damage. It might not be as durable as any old melee fighter, but the cold damage slows down [[cold-blooded]] creatures, many of which are scary to face early on. While you become vulnerable to fire, you start hitting like a beast -- damage is equivalent to a strong, [[brand]]ed one-handed weapon, ''before'' UC skill is applied.
  
 
==History==
 
==History==

Revision as of 07:55, 10 September 2022

Version 0.29: 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. They also enter the dungeon with a potion of lignification.

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 Species

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

Racial restrictions

As Ghouls and Mummies cannot transform themselves, they are forbidden for becoming transmuters.

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 sometimes have a 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. This is exacerbated by a Transmuter's need to dedicate XP to Transmutations to unlock better combat forms.

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 groups; it's not amazing when you first hit level 2, but always remains decent in various crowded situations. Its noise may also attract even more monsters; you'll 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! Melee threats can be kited, taking respectable poison damage while you just walk away (though be wary of leaving yourself open to attacks of opportunity).

Meanwhile, Ice Form is a more robust form with useful resistances and good damage. It might not be as durable as any old melee fighter, but the cold damage slows down cold-blooded creatures, many of which are scary to face early on. While you become vulnerable to fire, you start hitting like a beast -- damage is equivalent to a strong, branded one-handed weapon, before UC skill is applied.

History

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