Difference between revisions of "Formicid"

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''This page covers the player [[species]]. For the monster, see [[Formicid (monster)]].''
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{{flavour|The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.
  
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.
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Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.
  
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.
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With the ability to lift ten times their own weight, the Formicids have strength rivaling that of Oni. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time.
  
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.
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Formicids make good earth mages and alchemists, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}}
 
 
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}
 
  
 
==Innate Abilities==
 
==Innate Abilities==
*Formicids' exoskeletons grant them +1 [[AC]].
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*'''[[Antennae]] 3:''' Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].
 
 
**Formicids cannot wear any form of headgear.
 
**Formicids cannot wear any form of headgear.
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can wield [[giant club]]s and [[giant spiked club]]s with two hands, and are also capable of throwing [[large rock]]s despite their average size.
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*'''[[Four Strong Arms]]:''' Formicids have four arms. They can wield all two-handed weapons with one hand-pair (the equivalent of one hand for other species), and are even able to wield [[giant club]]s and [[giant spiked club]]s, though with two hand-pairs. However, they are too small to use [[large rock]]s and still have only 2 ring slots.
*Formicids can [[dig]] through walls as an innate ability.
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*'''Mandibles:''' Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes your normal [[movement delay]] per square, inflicts slight temp. [[drain|HP drain]] (~2% max HP per tile), and makes some noise.
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.
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**Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Using this ability takes 2.8 [[decaAut]]s: you spend 2 decaAuts on your current floor, and then 0.7 - 0.8 decaAuts on the floor you drop to. Note that you cannot use it on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing. [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.
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*'''[[Stasis]]:''' Formicids have permanent stasis, rendering them unable to gain certain space and time altering effects. They are immune to [[blink]], [[teleport]], speed altering effects ([[Haste]], [[Berserk]], [[Slow]], [[Swiftness]]), and [[paralysis]].
*Formicids are vulnerable to [[poison]]. Unlike characters in [[Spider Form]], they can make up for it with 2 sources of [[poison resistance]].
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**They are not immune to [[petrification]]. Also, blink-like effects that are not "blinks" ([[Passage of Golubria]], [[Dithmenos]]' Shadowslip, [[Hepliaklqana]]'s Transference...) and [[Okawaru]]'s Finesse work as normal. However, [[Vhi's Electric Charge]] and [[Storm Form]]'s Blinkbolt don't work.
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*Formicids cannot be randomly [[shaft]]ed by [[malevolent force]].
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Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 9 (before Background modifiers).
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
 
*'''Warriors:''' [[Fighter]], [[Hunter]]
 
*'''Warriors:''' [[Fighter]], [[Hunter]]
*'''Zealots:''' [[Abyssal Knight]], [[Death Knight]], [[Healer]]
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*'''Warrior-mages:''' [[Hexslinger]]
*'''Warrior-mages:''' [[Transmuter]], [[Arcane Marksman]], [[Enchanter]]
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*'''Mages:''' [[Earth Elementalist]], [[Alchemist]]
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]
 
*'''Adventurers:''' [[Artificer]]
 
  
 
==Level Bonuses==
 
==Level Bonuses==
*+1 [[strength]] every 4th level.
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*+1 [[strength]] or [[intelligence]] every 4th level.
*10% less [[HP]] than average.
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*Average [[HP]].
*Average [[MP]].
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*+4 [[willpower]] per level.
*+4 [[magic resistance]] per level.
 
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Formicids receive the skills and equipment listed for their background.
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Formicids receive the skills and equipment listed for their background, with 2 special cases:
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*Formicids do not receive any headgear.
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*As they are able to wield them with a shield, Formicid [[Fighter]]s may start with a [[quarterstaff]].
  
 
==Difficulty of Play==
 
==Difficulty of Play==
 
{{Hard}}
 
{{Hard}}
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Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience.
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They are strong in all sorts of combat, since Formicids can use two-handed weapons with a shield. Melee brawlers can deal stupendous damage with that [[executioner's axe]], without sacrificing much on defense. They can dig corridors and [[kill hole]]s, making crowds easy to deal with. They are also great users of [[Ranged Weapons]], since most are two-handed. Formicid aptitudes are good overall, with great aptitudes in Armour, Shields, and certain types of magic (Hexes, Earth, Alchemy).
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Unfortunately, Formicids are unable to use 3 of the best emergency items in the game: [[scrolls of blinking|blinking]], [[scroll of teleportation|teleportation]], and [[potion of haste|haste]]. A normal character can fight for a while, then teleport away if it gets too hairy. A Formicid must play more cautiously. On the flip side, Formicids are immune to some of the nastiest effects in ''Crawl'', including [[shaft]]s, teleport [[malevolent force]] effects, and [[paralysis]]. Immunity to [[slow]] and [[dispersal trap]]s is also great to have.
  
 
{{species_aptitudes|Formicid}}
 
{{species_aptitudes|Formicid}}
  
 
==Strategy==
 
==Strategy==
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. They can even use [[giant club]]s and [[giant spiked club]]s, though the benefit of a usefully branded [[shield]] may outweigh the gain of a little more damage. Regardless, a formicid with end-game quality equipment can be far, far deadlier than most.
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As a Formicid, your options are limited, so it's important to carefully consider the resources you ''do'' have. As usual, you should use your abilities well before you're at the brink of death. Don't forget that simply walking away, before an impossible fight begins, is sometimes the best option you've got.
  
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously.  
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'''Digging''' - [[Dig]]ging allows you to create corridors and/or [[kill hole]]s, at the cost of some HP [[drain]]. These can be used to fight a group of enemies one at a time. You may want to create zig-zagging tunnels (to break [[line of sight]]) in advance, near a pack of enemies. Use your antennae and high Stealth aptitude to avoid fights and lure opponents to these chokepoints.  
  
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points on demand, making it much safer to fight large bands of enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. [[Passage of Golubria]] causes space to bend, not you, and thus still functions as normal for you; likewise, spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. If you happen to find a pair of [[boots]] of [[jumping]], this allows you to effectively blink short distances, assuming you have a target where you want to go.
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'''Shafting''' - Shafting is a guaranteed escape from any fight, though it takes a few turns to activate. It can also bring you into a whole new can of worms. It's much easier to survive a dangerous, unexplored floor when you're relatively unscathed.
  
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.
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If the floors below you are clear, then shafting is a perfect escape tool. E.g. you can clear the floors below a [[ghost vault]], and shaft if you need to escape the ghost.
  
Finally, don't be too afraid of their [[poison]] vulnerability. Although far from harmless, the majority of the poisonous opponents you'll encounter won't be much deadlier than normal. Try to kill oncoming [[list of snakes|snakes]] and [[list of spiders|spiders]] at a distance, and consider learning [[Cure Poison]] if it's available, but don't panic just because you find yourself with yellow or red poison status on occasion. Going to a safe area and resting your poison away is just as effective for formicids as it is for everyone else. What you ''should'' concern yourself with are enemies that have sources of direct poison damage, such as [[list of nagas|nagas]], [[green death]]s, [[swamp dragon]]s, [[green draconian]]s, and [[Arachne]]. While you can usually get away with this vulnerability without much to worry about, these opponents will deal staggering amounts of damage if you aren't prepared. Definitely have at least one source (preferably two) of poison resistance before taking them on.
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===Tips & Tricks===
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*While Formicids can't blink normally, [[Passage of Golubria]], [[Gell's Gavotte]], and [[Uskayaw]]'s Grand Finale are not blocked by stasis.
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*Don't overlook your Formicid's excellent Earth and Alchemy aptitudes: [[Passwall]] in combination with your innate digging ability is a panic button that only takes a few turns -- and it'll leave a wall between you and your enemies, too. Be sure to leave enough time for the spell to complete (two turns at minimum).  
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*Once you're ready for the [[orb run]], you can dig your way through the rest of the dungeon. Try to take the most advantageous shortcuts. You can also choose to leave a few blind corner tunnels to give yourself a chance to rest or [[Passwall]] around any dangerous monsters that bar your way.
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*Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle.
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*When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] or [[shaft]] is a great way to lose it if they're available. Be careful not to enter temporary teleport traps yourself -- you won't teleport, but you'll still destroy the trap.
  
 
==History==
 
==History==
Formicids will be added in [[0.14]].
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*Prior to [[0.32]], Formicids had -1 [[Translocations]] aptitude.
 
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*Prior to [[0.31]], Formicids were not immune to [[malevolent force]]'s shaft effect.
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').
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*Prior to [[0.30]], Formicids couldn't shaft in [[the Tomb]]. Also, they were less encumbered by [[shield]]s (as if they were a [[Size#Large|large]] species).
 +
*Prior to [[0.29]], Formicids had 6 DEX, a Shields aptitude of +2, and couldn't wield [[giant club]]s and [[giant spiked club]]s.
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*Prior to [[0.28]], digging through walls was slower (+2 [[aut]]s), but did not inflict HP [[drain]].
 +
*Prior to [[0.26]], digging used up [[hunger]].
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*Prior to [[0.25]], Formicids could cast [[Swiftness]].
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*Prior to [[0.18]], Formicids were able to dig even when transformed, had -2 [[Throwing]] aptitude, and could not use [[Okawaru]]'s Finesse.
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*Prior to [[0.15]], Formicids could throw [[large rock]]s.
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*Formicids were added in [[0.14]].
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*During much of their development, Formicids were known as '''"dwants"''' (or '''dwarf-ants'''). They had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].
  
 
==References==
 
==References==
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]
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[https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Tavern discussion]
  
[https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Tavern discussion]
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{{species}}

Latest revision as of 16:17, 17 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
This page is about the player species. For the monster, see Formicid (monster).
The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.

Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.

With the ability to lift ten times their own weight, the Formicids have strength rivaling that of Oni. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time.

Formicids make good earth mages and alchemists, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.

Innate Abilities

  • Antennae 3: Formicids can sense monsters within 7 tiles (even through walls) and can also see invisible.
    • Formicids cannot wear any form of headgear.
  • Four Strong Arms: Formicids have four arms. They can wield all two-handed weapons with one hand-pair (the equivalent of one hand for other species), and are even able to wield giant clubs and giant spiked clubs, though with two hand-pairs. However, they are too small to use large rocks and still have only 2 ring slots.
  • Mandibles: Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a rock wall or iron grate to start making the tunnel. Digging takes your normal movement delay per square, inflicts slight temp. HP drain (~2% max HP per tile), and makes some noise.
    • Formicids can create a shaft under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Using this ability takes 2.8 decaAuts: you spend 2 decaAuts on your current floor, and then 0.7 - 0.8 decaAuts on the floor you drop to. Note that you cannot use it on the last level of a branch, nor in the Abyss, Hell, Pandemonium, or Ziggurats.
  • Stasis: Formicids have permanent stasis, rendering them unable to gain certain space and time altering effects. They are immune to blink, teleport, speed altering effects (Haste, Berserk, Slow, Swiftness), and paralysis.
  • Formicids cannot be randomly shafted by malevolent force.

Formicids have a base Strength of 12, Intelligence of 7 and Dexterity of 9 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Formicids receive the skills and equipment listed for their background, with 2 special cases:

  • Formicids do not receive any headgear.
  • As they are able to wield them with a shield, Formicid Fighters may start with a quarterstaff.

Difficulty of Play

SimpleIntermediateAdvanced

Formicids are blessed and cursed with some of the most dramatic species mutations in Crawl, resulting in a very unique play experience.

They are strong in all sorts of combat, since Formicids can use two-handed weapons with a shield. Melee brawlers can deal stupendous damage with that executioner's axe, without sacrificing much on defense. They can dig corridors and kill holes, making crowds easy to deal with. They are also great users of Ranged Weapons, since most are two-handed. Formicid aptitudes are good overall, with great aptitudes in Armour, Shields, and certain types of magic (Hexes, Earth, Alchemy).

Unfortunately, Formicids are unable to use 3 of the best emergency items in the game: blinking, teleportation, and haste. A normal character can fight for a while, then teleport away if it gets too hairy. A Formicid must play more cautiously. On the flip side, Formicids are immune to some of the nastiest effects in Crawl, including shafts, teleport malevolent force effects, and paralysis. Immunity to slow and dispersal traps is also great to have.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 1 Armour 1 Spellcasting 0
Dodging -1
Maces & Flails 0 Shields 3 Conjurations -1
Axes 0 Stealth 3 Hexes 2
Polearms 0 Summonings 0
Staves 0 Invocations 2 Necromancy 0
Unarmed Combat 0 Evocations 1 Translocations 2
Throwing 0 Shapeshifting 0 Alchemy 3
Fire Magic 0
Short Blades 0 Ice Magic 0
Long Blades 0 Air Magic -2
Ranged Weapons 0 Experience 1 Earth Magic 2

Strategy

As a Formicid, your options are limited, so it's important to carefully consider the resources you do have. As usual, you should use your abilities well before you're at the brink of death. Don't forget that simply walking away, before an impossible fight begins, is sometimes the best option you've got.

Digging - Digging allows you to create corridors and/or kill holes, at the cost of some HP drain. These can be used to fight a group of enemies one at a time. You may want to create zig-zagging tunnels (to break line of sight) in advance, near a pack of enemies. Use your antennae and high Stealth aptitude to avoid fights and lure opponents to these chokepoints.

Shafting - Shafting is a guaranteed escape from any fight, though it takes a few turns to activate. It can also bring you into a whole new can of worms. It's much easier to survive a dangerous, unexplored floor when you're relatively unscathed.

If the floors below you are clear, then shafting is a perfect escape tool. E.g. you can clear the floors below a ghost vault, and shaft if you need to escape the ghost.

Tips & Tricks

  • While Formicids can't blink normally, Passage of Golubria, Gell's Gavotte, and Uskayaw's Grand Finale are not blocked by stasis.
  • Don't overlook your Formicid's excellent Earth and Alchemy aptitudes: Passwall in combination with your innate digging ability is a panic button that only takes a few turns -- and it'll leave a wall between you and your enemies, too. Be sure to leave enough time for the spell to complete (two turns at minimum).
  • Once you're ready for the orb run, you can dig your way through the rest of the dungeon. Try to take the most advantageous shortcuts. You can also choose to leave a few blind corner tunnels to give yourself a chance to rest or Passwall around any dangerous monsters that bar your way.
  • Spells that disable enemies (Slow, Petrify, Cause Fear, and other Hexes) are excellent for letting you just outrun enemies you can't handle.
  • When pursued by an enemy you can't outrun or hex, luring it over a teleport trap or shaft is a great way to lose it if they're available. Be careful not to enter temporary teleport traps yourself -- you won't teleport, but you'll still destroy the trap.

History

  • Prior to 0.32, Formicids had -1 Translocations aptitude.
  • Prior to 0.31, Formicids were not immune to malevolent force's shaft effect.
  • Prior to 0.30, Formicids couldn't shaft in the Tomb. Also, they were less encumbered by shields (as if they were a large species).
  • Prior to 0.29, Formicids had 6 DEX, a Shields aptitude of +2, and couldn't wield giant clubs and giant spiked clubs.
  • Prior to 0.28, digging through walls was slower (+2 auts), but did not inflict HP drain.
  • Prior to 0.26, digging used up hunger.
  • Prior to 0.25, Formicids could cast Swiftness.
  • Prior to 0.18, Formicids were able to dig even when transformed, had -2 Throwing aptitude, and could not use Okawaru's Finesse.
  • Prior to 0.15, Formicids could throw large rocks.
  • Formicids were added in 0.14.
  • During much of their development, Formicids were known as "dwants" (or dwarf-ants). They had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to poison.

References

Tavern discussion

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy