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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.}}
  
'''Shapeshifters''' are wanderers who specialise in [[Shapeshifting]], using [[talisman]]s to shift their [[form]].  
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'''Shapeshifters''' are wanderers who specialise in [[Shapeshifting]], using [[talisman]]s to shift their physical [[form]].  
  
 
==Preferred Species==
 
==Preferred Species==
[[Merfolk]], [[Draconian]], [[Troll]], [[Demonspawn]], [[Demigod]], and [[Meteoran]] are the recommended species if you pick a Shapeshifter Background.
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[[Naga]], [[Merfolk]], [[Draconian]], [[Troll]], [[Demonspawn]], and [[Demigod]] are the recommended species if you pick a Shapeshifter Background.
  
 
==Racial restrictions==
 
==Racial restrictions==
[[Ghoul]]s and [[Mummies]] are forbidden from becoming Shapeshifters, as they cannot use talismans to transform themselves.
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[[Poltergeist]]s and [[Revenant]]s are forbidden from becoming Shapeshifters, as they cannot use talismans to transform themselves.
  
 
==Starting Equipment==
 
==Starting Equipment==
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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 damage. 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, 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.
  
===Skilling===
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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]].
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 sword]]s or [[spear]]s on the ground. However, weapons with a [[brand]] - such as short swords and [[whip]]s of [[venom]] or [[electrocution]], are better than your unbranded fists.
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===Skill investment===
*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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In the early game, players have to decide whether to invest skill points into Unarmed, a weapon skill, or Shapeshifting itself.
**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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*Unarmed: Shapeshifters start with 3 Unarmed Skill, making UC better than plain [[dagger]]s, [[spear]]s, and other simple weapons. While you are limited to Quill Form, UC has a stronger immediate benefit than Shapeshifting.
**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.
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*Weapons: Weapons of a strong [[brand]], such as [[short sword]]s and [[whip]]s of either [[venom]] or [[electrocution]], are very strong early, generally better than unarmed. The lower investment weapons can be switched to (at least for the early game), and if a good enough weapon for the medium term is found, it may be worth investing in.
**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.
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*Shapeshifting: Quill Form has relatively poor skill scaling, so the skill is not the best in the early game. After you can comfortably fight, it can be good to train the skill 'all at once' to level 5-6, in order to access flux baubbles and reveal the protean talisman.
 
 
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.
 
  
 
==History==
 
==History==
*Shapeshifters will be introduced in [[0.31]], replacing the [[Transmuter]] background.
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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.
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*Shapeshifters was introduced in [[0.31]], replacing the [[Transmuter]] background.
  
[[Category: Crystal Ball Articles]]
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{{backgrounds}}
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[[Category:Backgrounds]]

Latest revision as of 00:39, 23 October 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

Poltergeists and Revenants 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.

Skill investment

In the early game, players have to decide whether to invest skill points into Unarmed, a weapon skill, or Shapeshifting itself.

  • Unarmed: Shapeshifters start with 3 Unarmed Skill, making UC better than plain daggers, spears, and other simple weapons. While you are limited to Quill Form, UC has a stronger immediate benefit than Shapeshifting.
  • Weapons: Weapons of a strong brand, such as short swords and whips of either venom or electrocution, are very strong early, generally better than unarmed. The lower investment weapons can be switched to (at least for the early game), and if a good enough weapon for the medium term is found, it may be worth investing in.
  • Shapeshifting: Quill Form has relatively poor skill scaling, so the skill is not the best in the early game. After you can comfortably fight, it can be good to train the skill 'all at once' to level 5-6, in order to access flux baubbles and reveal the protean talisman.

History

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