Difference between revisions of "Shapeshifter"

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(would like the Strategy and Skilling sections checked by someone good at the game, otherwise just an update)
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''For the monster, see [[shapeshifter (monster)]].''
 
''For the monster, see [[shapeshifter (monster)]].''
 
{{flavour|Shapeshifters use talismans to shift their body into different forms, granting them uncanny power but making them unable to use some items. They enter the dungeon with a beast talisman and a potion of lignification.}}
 
{{flavour|Shapeshifters use talismans to shift their body into different forms, granting them uncanny power but making them unable to use some items. They enter the dungeon with a beast talisman and a potion of lignification.}}
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*+0 [[animal skin]]
 
*+0 [[animal skin]]
 
*[[Potion of lignification]]
 
*[[Potion of lignification]]
*[[Beast talisman]]
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*[[Quill talisman]]
*[[Flux talisman]]
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*[[Protean talisman]]
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*3 [[flux bauble]]s
  
Shapeshifters start the game in [[Beast Form]].
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Shapeshifters start the game in [[Quill Form]].
  
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
 
These are adjusted by your species' [[aptitude]]s.
 
These are adjusted by your species' [[aptitude]]s.
*[[Fighting]]: 1
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*[[Fighting]]: 2
 
*[[Unarmed Combat]]: 3
 
*[[Unarmed Combat]]: 3
 
*[[Dodging]]: 2
 
*[[Dodging]]: 2
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==Strategy==
 
==Strategy==
[[Beast Form]] does ''not'' give a special boost to Unarmed Combat; it boosts all melee and ranged damage, affecting even [[stone]]s and [[dart]]s you throw. If you find a great weapon in the early Dungeon, don't be afraid to use it. Note, however, that [[Flux Form]] forces you into Unarmed Combat, and other talismans do boost Unarmed damage.
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[[Quill Form]] is a very balanced form — it doesn't put restrictions on [[weapon]] use and helps a decent amount against melee enemies, which comprise the brunt of early game threats). [[Flux bauble]]s can be a lifesaver against early dangerous encounters, such as with threatening [[unique]]s or bands of enemies; and will last for multiple encounters afterwards (or until you use the [[ability]] End Transformation), allowing you to mostly steamroll early floors after a single use.
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Strategy may diverge significantly after you're able to stabilize your [[protean talisman]] by reaching [[Shapeshifting]] 6: [[Yak Form]] and [[Scarab Form]] give incentives to learn [[Ice Magic|Ice]] or [[Fire Magic]], respectively, meld all [[weapons]] and [[armour]], and enable new tactical options; while [[Medusa Form]] and [[Maw Form]] are less polarizing and easier to pilot as conventional melee characters, though not without their upsides. [[Skill]] investment is heavily influenced by what the [[protean talisman]] has the potential to give you, what it actually becomes once you level your [[Shapeshifting]], and what other talismans (if any) you've found in the [[Dungeon]].
  
 
===Skilling===
 
===Skilling===
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*At 3 Unarmed skill, your fists will be stronger than any plain [[short sword]]s or [[spear]]s on the ground. However, weapons with a strong [[brand]] - such as short swords and [[whip]]s of [[venom]] or [[electrocution]], are better than your unbranded fists.
 
*At 3 Unarmed skill, your fists will be stronger than any plain [[short sword]]s or [[spear]]s on the ground. However, weapons with a strong [[brand]] - such as short swords and [[whip]]s of [[venom]] or [[electrocution]], are better than your unbranded fists.
*When in Beast Form, each level in Unarmed Combat gives more benefit than Shapeshifting. Shapeshifting, in turn, gives more benefit than weapon skills, and lets you advance to Flux Form.
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*Generally, investing [[XP]] into weapon skills is a decision with multiple possible ramifications — you're likely to outscale [[unarmed combat]] for a good while, but many forms across several tiers (including [[Yak Form]] and [[Scarab Form]] from the [[protean talisman]]) will disable weapon use, making you less effective while in these forms, while characters that invest in [[unarmed combat]] keep their options more open.
**If you don't find a better weapon on D:1, you'll want to train UC for a bit (not training Shapeshifting ''at all''), to make combat easier.
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**Note that the first few levels of any [[skill]] are cheap. For [[Human]]s, going from 3 -> 4 Shapeshifting would take the same XP as 0 -> 3 in any other [[aptitude]] 0 skill. So once a skill becomes a lot more expensive than the others, you can train another useful skill - especially important when amassing multiple [[talisman]]s that incentivize you to train multiple disparate skills.
**Note that the first few levels of any skill are cheap. For [[Human]]s, going from 3 -> 4 Shapeshifting would take the same XP as 0 -> 3 weapon skill. So once a skill becomes a lot more expensive than the others, you can train another useful skill.
 
**If you decide to abandon Shapeshifting entirely, then a weapon skill has better long-term prospects. E.g. a weapon-wielder can find a great +2 [[cloak]], which Beast Form prevents you from wearing, and decide to never use a form again.
 
  
Depending on what you find and what you've trained, you may want to upgrade to a different form (usually Flux Form), stay in Beast Form, or use formless Unarmed Combat.
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Depending on what you find and what you've trained, you may want to upgrade to a different form (usually the form you get from the [[protean talisman]]), stay in Quill Form, or stay formless.
  
 
==History==
 
==History==
{{CBA|0.33|Shapeshifters will start in [[quill talisman|Quill Form]]. They'll have three [[flux bauble]]s, a [[potion of lignification]], and a [[protean talisman]]. Also, their Fighting skill will be 2 instead of 1.}}
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*Prior to [[0.33]], Shapeshifters started in [[beast talisman|Beast Form]], had the [[flux talisman]] instead of a stack of [[flux bauble]]s, did not have the [[protean talisman]], and their Fighting skill was 1.
 
*Shapeshifters was introduced in [[0.31]], replacing the [[Transmuter]] background.
 
*Shapeshifters was introduced in [[0.31]], replacing the [[Transmuter]] background.
  
 
{{backgrounds}}
 
{{backgrounds}}
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]

Revision as of 06:52, 24 July 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

For the monster, see shapeshifter (monster).

Shapeshifters use talismans to shift their body into different forms, granting them uncanny power but making them unable to use some items. They enter the dungeon with a beast talisman and a potion of lignification.

Shapeshifters are wanderers who specialise in Shapeshifting, using talismans to shift their physical form.

Preferred Species

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

Racial restrictions

Ghouls and Mummies are forbidden from becoming Shapeshifters, as they cannot use talismans to transform themselves.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Shapeshifters start the game in Quill Form.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Shapeshifter adds 6 to your starting Strength, 2 to your starting Intelligence, and 4 to your starting Dexterity.

Strategy

Quill Form is a very balanced form — it doesn't put restrictions on weapon use and helps a decent amount against melee enemies, which comprise the brunt of early game threats). Flux baubles can be a lifesaver against early dangerous encounters, such as with threatening uniques or bands of enemies; and will last for multiple encounters afterwards (or until you use the ability End Transformation), allowing you to mostly steamroll early floors after a single use.

Strategy may diverge significantly after you're able to stabilize your protean talisman by reaching Shapeshifting 6: Yak Form and Scarab Form give incentives to learn Ice or Fire Magic, respectively, meld all weapons and armour, and enable new tactical options; while Medusa Form and Maw Form are less polarizing and easier to pilot as conventional melee characters, though not without their upsides. Skill investment is heavily influenced by what the protean talisman has the potential to give you, what it actually becomes once you level your Shapeshifting, and what other talismans (if any) you've found in the Dungeon.

Skilling

In the very early game, Shapeshifters have more complex skill decisions than most weapon starts. What you find on D:1 - D:2 can influence the best thing to train to increase early game survival.

  • At 3 Unarmed skill, your fists will be stronger than any plain short swords or spears on the ground. However, weapons with a strong brand - such as short swords and whips of venom or electrocution, are better than your unbranded fists.
  • Generally, investing XP into weapon skills is a decision with multiple possible ramifications — you're likely to outscale unarmed combat for a good while, but many forms across several tiers (including Yak Form and Scarab Form from the protean talisman) will disable weapon use, making you less effective while in these forms, while characters that invest in unarmed combat keep their options more open.
    • Note that the first few levels of any skill are cheap. For Humans, going from 3 -> 4 Shapeshifting would take the same XP as 0 -> 3 in any other aptitude 0 skill. So once a skill becomes a lot more expensive than the others, you can train another useful skill - especially important when amassing multiple talismans that incentivize you to train multiple disparate skills.

Depending on what you find and what you've trained, you may want to upgrade to a different form (usually the form you get from the protean talisman), stay in Quill Form, or stay formless.

History

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