Difference between revisions of "Draconian"

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''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''
 
''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''
 
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.
 
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.
  
Most types of Draconians have breath weapons or special resistances.Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.}}
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Most types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
*Draconians have an [[auxiliary attack|auxiliary tail-slap attack]].
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*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s or any form of [[body armour]]. They can't cast [[Animate Armour]].
*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s and any form of [[body armour]], nor can they cast [[Animate Armour]].
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*'''Tail Slap''': Draconians have an [[auxiliary attack|auxiliary tail-slap attack]] (damage = 6; chance = <code>50% * (30 + XL)/59</code>).
*Draconian scales are tough and provide AC+4 at start, with an additional +1 AC every 3rd level.  
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*'''Scales''': Draconians start with +4 [[AC]], and gain an additional +1 AC every 3rd level.
*Draconians are [[cold-blooded]], meaning certain [[cold]]-based attacks will [[slow]] them down.
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*'''[[Cold-blooded]]''': Draconians are [[slow]]ed by certain [[cold]]-based attacks. [[Cold resistance]] negates this.
*[[Dragon Form]] functions differently for draconians. They have better [[AC]], and retain their innate resistances, color, and [[breath weapon]].
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*While in [[Dragon Form]], Draconians retain their scale bonus (with a -6 AC penalty), colour, and [[breath weapon]].
  
 
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).
 
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).
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==Level Bonuses==
 
==Level Bonuses==
*Mature color is attained at level 7 (changing aptitudes and intrinsic characteristics). See below for more detail. Some colors get another bonus at Level 14.
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*Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.
 
*+1 to a random [[stat]] every 4th level.
 
*+1 to a random [[stat]] every 4th level.
 
*10% more [[HP]] than average.
 
*10% more [[HP]] than average.
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{{Easy}}
 
{{Easy}}
  
Draconians are a relatively easy race to play , due to their useful intrinsic characteristics and above average HP. Although they cannot wear body armour, they start with +4 AC, and get an additional +1 AC every third level - for a total of +13 AC at level 27. Most Draconians receive [[Draconian breath attacks|breath attacks]] at level 7, which provide a powerful ranged option early in the game, or, in the case of Pale Draconians, the ability to block line of sight ([[LOS]]) with steam, a very desirable power as it's reciprocal in ''Crawl''.  
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With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear [[body armour]], their scales provide AC without the usual [[armour encumbrance]]. Because of this, Draconians make good spellcasters and [[Ranged Weapons|ranged fighters]]. Otherwise, their aptitudes are average or higher across the board, so they can do well in most roles.
  
Draconian aptitudes are average or above average across the board, meaning that they can do well in most backgrounds, although they tend to do particularly well as backgrounds that start with a book. Certain colours will receive a somewhat poor aptitude (-2) to one elemental school; in most cases, this does not majorly affect game play.
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Most colours get [[Draconian breath attacks|breath attacks]] at level 7, which are powerful ranged options for the early game. Or, in the case of Pale Draconians, the ability to block [[line of sight]] with steam (very desirable, as monsters won't be able to see or attack you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
 
 
Draconians are cold-blooded, which means that cold-based attacks can give them the slow status. Having at least one pip of cold protection (rC) will protect you from this effect.  
 
  
 
{{species_aptitudes|Draconian}}
 
{{species_aptitudes|Draconian}}
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*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]
 
*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]
 
*Resists: rC+ (negates effects of being cold-blooded)
 
*Resists: rC+ (negates effects of being cold-blooded)
*Breath: A bolt of frost that knocks back flying monsters.
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*Breath: A bolt of frost that may knock back monsters.
  
 
===Green===
 
===Green===
 
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}
 
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}
*Skills: +2 [[Poison Magic]]
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*Skills: +2 [[Alchemy]]
 
*Resists: rPois
 
*Resists: rPois
 
*Breath: A bolt of noxious fumes that leaves behind [[Mephitic Cloud]]s on the affected tiles.
 
*Breath: A bolt of noxious fumes that leaves behind [[Mephitic Cloud]]s on the affected tiles.
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*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]
 
*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]
 
*Resists: Immediate +5 to AC.
 
*Resists: Immediate +5 to AC.
*Movement: [[Amphibious]] (Can enter deep water and will ignore movement and evasion penalties from water.)
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*Movement: [[Amphibious]] (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)
  
 
===Black===
 
===Black===
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*Resists: rSteam
 
*Resists: rSteam
 
*Breath: Steam clouds, which do little damage but block [[LOS]].
 
*Breath: Steam clouds, which do little damage but block [[LOS]].
 
==Strategy==
 
Draconians are a versatile species, but perhaps they excel most as backgrounds that start with a book, as their good HP, innate AC, and (for most) breath attack all combine to give a high level of survivability, along with good all around aptitudes, including in all skills associated with magic. Thus [[Conjurer]], [[Summoner]], and [[Hedge Wizard]] are strong starts with Draconians, as are all of the elementalist backgrounds.
 
 
[[Transmuter]] is also a strong choice; the encumbrance level of armour penalizes Unarmed Combat much more so than other kinds of melee, so getting innate AC without body armour is a benefit here. Moreover, Draconians' tails give them an [[auxiliary attack]] from the start, and the breath attack that most colours get at level 7 brings a welcome bit of ranged combat ability to the transmuter. However, any of the recommended starts are good, and even some of the backgrounds that are "not recommended," such as Hunter, Warper, and Brigand, actually play quite well for Draconians.
 
  
 
==History==
 
==History==
*Prior to [[0.27]], draconians' did not have innate [[GDR]], as it was tied to a player's body armour. Also, grey Draconians were [[unbreathing]], resistant to certain [[clouds]] and [[asphyxiation]].
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{{CBA|0.32|Draconian breath attacks will be reworked. For more details, see [[Draconian breath attacks#History|here]]. In addition:}}
*Prior to the [[Charms]] school's removal in [[0.26]], purple draconians were particularly skilled with Charms compared to other draconians.
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**Grey draconians will get +5 AC at XL 14 instead of XL 7.
*Prior to [[0.20]], players could also become mottled draconians, which could breathe [[Sticky Flame]]s and learned  Fire Magic slightly quicker. Additionally, all mature draconian [[player ghost]]s had a negative energy breath weapon, making them even more dangerous opponents.
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**Purple draconians will no longer get extra willpower per level. Instead, they will get [[Strong-Willed]] 1 at XL 7, and they will get '''Inviolate Magic''' at XL 14, which prevents their magical effects from being unravelled and reduces hostile MP drain by 2/3rd.
*As of [[0.12]], all draconians are considered [[cold-blooded]].
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*Prior to [[0.30]], pale Draconian's breath had a cooldown twice as short.
*Prior to [[0.11]], grey draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow draconians only had rAcid (not rCorr).
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*Prior to [[0.27]], Draconians did not have innate [[GDR]], as it was tied to a player's body armour. Also, grey Draconians were [[unbreathing]] instead of [[amphibious]], which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back [[flying]] opponents.
*Prior to [[0.10]], draconians had access to any body armour that could fit large species, but could not wear boots or gloves.
+
*Prior to the [[Charms]] school's removal in [[0.26]], purple Draconians were particularly skilled with Charms compared to other draconians.
*Prior to [[0.7]], grey draconians got better stats to make up for their lack of a breath attack.
+
*Prior to [[0.20]], players could also become mottled Draconians, which could breathe [[Sticky Flame]]s and learned  Fire Magic slightly quicker. Additionally, all mature draconian [[player ghost]]s had a negative energy breath weapon, making them even more dangerous opponents.
 +
*As of [[0.12]], all Draconians are considered [[cold-blooded]].
 +
*Prior to [[0.11]], grey Draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).
 +
*Prior to [[0.10]], Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.
 +
*Prior to [[0.7]], grey Draconians got better stats to make up for their lack of a breath attack.
  
 
{{species}}
 
{{species}}

Revision as of 06:25, 8 August 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

This article covers the player species. For the monster, see Draconian (monster). For a list of all monstrous draconians, see List of draconians.

Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.

Most types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.

Innate Abilities

Draconians have a base Strength of 10, Intelligence of 8 and Dexterity of 6 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

  • Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.
  • +1 to a random stat every 4th level.
  • 10% more HP than average.
  • Average MP.
  • +3 willpower per level (+6 for purple Draconians).
  • +1 AC every 3rd level as scales continue to harden.

Difficulty of Play

SimpleIntermediateAdvanced

With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear body armour, their scales provide AC without the usual armour encumbrance. Because of this, Draconians make good spellcasters and ranged fighters. Otherwise, their aptitudes are average or higher across the board, so they can do well in most roles.

Most colours get breath attacks at level 7, which are powerful ranged options for the early game. Or, in the case of Pale Draconians, the ability to block line of sight with steam (very desirable, as monsters won't be able to see or attack you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 1 Armour N/A Spellcasting -1
Dodging -1
Maces & Flails 0 Shields 0 Conjurations 0
Axes 0 Stealth 0 Hexes -1
Polearms 0 Summonings 0
Staves 0 Invocations 1 Necromancy 0
Unarmed Combat 0 Evocations 0 Translocations 0
Throwing -1 Shapeshifting -1 Alchemy 0
Fire Magic 0
Short Blades 0 Ice Magic 0
Long Blades 0 Air Magic 0
Ranged Weapons -1 Experience -1 Earth Magic 0

Colors

Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a breath attack, resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.

Red

Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.
  • Skills: +2 Fire Magic, -2 Ice Magic
  • Resists: rF+
  • Breath: A bolt of flame that leaves a cloud of flame at the end of its range. (Can be aimed at the ground with [.])

White

White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.
  • Skills: +2 Ice Magic, -2 Fire Magic
  • Resists: rC+ (negates effects of being cold-blooded)
  • Breath: A bolt of frost that may knock back monsters.

Green

Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.

Yellow

Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.
  • Resists: rCorr
  • Breath: A corrosive acidic glob that can splash onto adjacent enemies.
  • Melee: Gains acidic saliva at level 14.

Grey

Grey Draconians have no breath weapon, but their bodies are adapted to the water, allowing them to swim. They are proficient with earth magic but bad with air magic, and they also have harder scales than other Draconians.
  • Skills: +2 Earth Magic, -2 Air Magic
  • Resists: Immediate +5 to AC.
  • Movement: Amphibious (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)

Black

Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.
  • Skills: +2 Air Magic, -2 Earth Magic
  • Resists: rElec
  • Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable).
  • Movement: Gains big wings at level 14.

Purple

Purple Draconians are highly adapted to all spellcasting in general, and to hexes in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments, and are naturally stronger-willed than other draconians.

Pale

Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.
  • Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations
  • Resists: rSteam
  • Breath: Steam clouds, which do little damage but block LOS.

History

  • In 0.32, Draconian breath attacks will be reworked. For more details, see here. In addition:
    • Grey draconians will get +5 AC at XL 14 instead of XL 7.
    • Purple draconians will no longer get extra willpower per level. Instead, they will get Strong-Willed 1 at XL 7, and they will get Inviolate Magic at XL 14, which prevents their magical effects from being unravelled and reduces hostile MP drain by 2/3rd.
  • Prior to 0.30, pale Draconian's breath had a cooldown twice as short.
  • Prior to 0.27, Draconians did not have innate GDR, as it was tied to a player's body armour. Also, grey Draconians were unbreathing instead of amphibious, which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back flying opponents.
  • Prior to the Charms school's removal in 0.26, purple Draconians were particularly skilled with Charms compared to other draconians.
  • Prior to 0.20, players could also become mottled Draconians, which could breathe Sticky Flames and learned Fire Magic slightly quicker. Additionally, all mature draconian player ghosts had a negative energy breath weapon, making them even more dangerous opponents.
  • As of 0.12, all Draconians are considered cold-blooded.
  • Prior to 0.11, grey Draconians were elementally neutral, receiving bonuses to Stealth and Stabbing in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).
  • Prior to 0.10, Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.
  • Prior to 0.7, grey Draconians got better stats to make up for their lack of a breath attack.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy