Difference between revisions of "Draconian"

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Prior to [[0.11]], gray 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.
 
Prior to [[0.11]], gray 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.
  
[[Category:Species]]
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In [[0.12]], all draconians that will be considered [[cold-blooded]], causing them to [[slow]] if they are hit by [[freezing]]-branded melee weapons or certain [[Ice Magic]] spells. Any ranks of cold resistance will protect them from this.
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[[Category:Species]] [[Category:Crystal Ball Articles]]

Revision as of 18:24, 27 February 2013

This page is about the player species. For the monster, see Draconian (monster).
Version 0.11: This article may not be up to date for the latest stable release of Crawl.


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.

Some types of draconians have breath weapons or special resistances. Draconians advance very slowly in level, but are reasonably good at all skills except armour (much of which they cannot wear) and missile weapons. 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.

Preferred Classes

Draconians prefer to become Monks, Berserkers, Abyssal Knights, Death Knights, Healers, Skalds, Transmuters, Wizards, Conjurers, Summoners, Necromancers, Fire Elementalists, Ice Elementalists, Air Elementalists, Earth Elementalists, Venom Mages, and Artificers.

Level Bonuses

A draconian gets a tailslap auxiliary attack in addition to all other attacks. A draconian attains its mature color at Level 7 (changing aptitudes and intrinsics) and some colors get another bonus at Level 14.

  • Draconians gain a random stat increase every 4 levels.
  • Draconians have 10% more HP than average.
  • Draconians have average MP.
  • Draconians gain 3 magic resistance per level (6 per level for Purple Draconians).
  • Draconian scales become tougher (+1 AC) every 3 Levels.

Weirdness & Mutations

  • Your protective scales prevent you from wearing any body armour or helmets.
  • Your scales are tough (AC+4). (As the draconian levels up this will go up to AC+13.)
  • Controlled Flight intrinsic. For example, when quaffing a potion of levitation, you will get the "Fly" status rather than "Lev".
  • The spell Dragon Form is easier and a bit different for all draconians. To them it is not a Transmutations/Fire magic spell, but only a Transmutations spell making it easier to be cast. Also the spell will turn them into a dragon corresponding to their own type (red ones become dragons, white ones become ice dragons, etc.).

Trivial Weirdness

A player ghost of a level 7+ draconian has the ability to breathe a bolt of draining.

Difficulty of Play

SimpleIntermediateAdvanced

Draconians are a difficult race to play because of their slow leveling, average aptitudes, low overall attributes (especially Dexterity), lack of specialization, and the randomness of the adult form. Breath attacks also quickly become obsolete in power. However, they do make excellent transmuters and flexible spellcasters, enjoying high HP pools, ability to make use of any weapons they come across, and good AC for a race that lacks body armour and thus GDR. Also, since their equipment use is limited, scrolls of acquirement are somewhat more likely to give you what you want (in terms of armour, anyway).

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting +1 Armour -4 Spellcasting 0
Short Blades 0 Dodging -1 Conjurations 0
Long Blades 0 Stealth -1 Hexes -1
Axes 0 Stabbing 0 Charms -1
Maces & Flails 0 Shields 0 Summonings 0
Polearms 0 Traps 0 Necromancy 0
Staves 0 Translocations 0
Unarmed Combat 0 Transmutation 0
Fire Magic 0
Throwing -1 Ice Magic 0 Invocations 0
Slings -1 Air Magic 0 Evocations 0
Bows -1 Earth Magic 0
Crossbows -1 Poison Magic 0 Experience 140

Flavors

  • Red
    • Skills: +2 Fire Magic, -2 Ice Magic
    • Resists: rF+
    • Breath: A bolt of flame, which leaves a cloud of flame in its trail. (Can be aimed at the ground with [.])
  • White
    • Skills: +2 Ice Magic, -2 Fire Magic
    • Resists: rC+
    • Breath: A bolt of frost, which ignores AC and knocks back flying monsters.
  • Green
  • Yellow
    • Resists: rAcid (but not rCorr!)
    • Breath: Acidic glob that corrodes equipment and can cause bleeding.
    • Melee: Gains an acidic bite at level 14.
  • Grey
    • Skills: +2 Earth Magic, -2 Air Magic
    • Resists: Immediate +5 to AC; does not need to breathe, and is thus immune to drowning and noxious fumes.
    • Movement: Amphibious (Can enter deep water, but will incur the penalties from shallow water.)
  • Black
    • Skills: +2 Air Magic, -2 Earth Magic
    • Resists: rElec
    • Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable)
    • Movement: Gains large wings at level 14. (Which can be used to fly.)
  • Purple
  • Mottled
    • Skills: +1 Fire Magic
    • Resists: Sticky Flame
    • Breath: Sticky Flame against an adjacent monster (though it may splash onto more than one target)
  • Pale
    • Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations
    • Resists: rSteam
    • Breath: Steam clouds, which do little damage but block LOS

Draconians start at an immature brown with none of the abilities above, and reach their mature color at Level 7. The change in aptitudes will retroactively change the skill levels as if they always had their new level.

History

Prior to 0.7, gray draconians got better stats to make up for their lack of a breath attack.

Prior to 0.11, gray 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.

In 0.12, all draconians that will be considered cold-blooded, causing them to slow if they are hit by freezing-branded melee weapons or certain Ice Magic spells. Any ranks of cold resistance will protect them from this.