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''This page refers to the player [[species]]. For the monster, see [[Gargoyle (monster)]]. For a list of all monstrous gargoyles, see [[List of gargoyles]].''
{{flavour|A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They are immune to petrification, and their stony weight protects them from being trampled.
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{{flavour|A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.
  
Gargoyles' partially living form makes them less susceptible to effects of necromancy and cold than most beings. Their metabolisms are slow, and they blend into the dungeon pretty well. Their fangs and talons make them dangerous unarmed fighters, although they're incompetent with weapons other than maces. They can be exceptional earth-based conjurers, although they're bad with all other magic schools besides ice.}}
+
Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
*Natural [[AC]]: Gargoyles receive a large innate boost to AC relative to your XL. (Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below). Note that [[Statue Form]]'s AC bonus is different for Gargoyles. It begins at +13 AC and is modified by your skill in Earth Magic)
+
*Gargoyles are composed of [[nonliving]] stone, rather than flesh:
*Increased [[GDR]]: Gargoyles GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below). In Statue Form, Gargoyles have a total of 50% GDR.
+
**'''[[Poison|Poison immunity]]:''' Gargoyles are immune to poison.
*[[Petrification]] resistance: Gargoyles cannot be [[petrified]].
+
**'''[[Electricity resistance]]:''' Gargoyles are well insulated and take little damage from [[electricity]] attacks. Note that multiple sources of rElec do ''not'' stack.
*[[Rot]] resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.
+
**'''[[Negative_energy#Negative_Energy_Resistance|Life Protection 1]]:''' Gargoyles have one innate level of resistance against negative energy (rN+).
*Gargoyles are immune to [[poison]].
+
**'''Partial [[torment]] resistance:''' Gargoyles take 1/2 normal damage when affected by [[torment]]. This resistance ''does'' stack with other effects that reduce damage of torment.
**Gargoyles cannot memorize [[Cure Poison]].
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**'''[[Petrification]] resistance:''' Gargoyles cannot be [[petrified]].
*[[Electricity resistance]]: Gargoyles are well insulated and take little damage from [[electricity]] attacks. This innate protection is identical to that provided by rElec, but do note that rElec from multiple sources do ''not'' stack.  
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**'''[[Unbreathing]]:''' Gargoyles can survive without breathing.
*Partial [[torment]] resistance: Gargoyles take 1/2 normal damage when affected by [[torment]]. This resistance ''does'' stack with other effects that reduce damage of torment.  
+
**Gargoyles cannot be put to [[sleep]] and do not have [[blood]].
*[[Unbreathing]]: Gargoyles can survive without breathing.
+
**Gargoyles are vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]].
*[[Negative_energy#Negative_Energy_Resistance|Life Protection 1]]: Gargoyles have one innate level of resistance against negative energy (rN+).  
+
**Gargoyles cannot enter [[Statue Form]], as they are already made of stone.
*Vulnerability to [[Shatter]] and [[LRD]].
+
*'''Natural [[AC]]:''' Gargoyles receive a large innate boost to AC, which increases with XL.
*Gargoyles' [[nonliving]] nature means that they cannot worship [[Yredelemnul]].
 
  
===AC + GDR Bonuses ===
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===AC Bonuses===
 +
The AC bonus begins at +2.4 at XL 1. From XL 2-7, it increases by +0.4 AC per XL. From thereafter, it increases by 0.8 per XL, reaching a maximum of +20 at XL 27.<ref>{{source ref|0.31.0|player.cc|6054}}</ref> This bonus is then rounded down. See below for a table:
 
{| class="wikitable"
 
{| class="wikitable"
!+AC || XP Level
+
! Level || AC || Level || AC || Level || AC
 
|-
 
|-
| 2 || 1
+
| 1 || +2 || 10 || +7 || 19 || +14
 
|-
 
|-
| 3 || 3
+
| 2 || +2 || 11 || +8 || 20 || +15
 
|-
 
|-
| 4 || 5
+
| 3 || +3 || 12 || +8 || 21 || +16
 
|-
 
|-
| 5 || 8
+
| 4 || +3 || 13 || +9 || 22 || +16
 
|-
 
|-
| 7 || 10
+
| 5 || +4 || 14 || +10 || 23 || +17
 
|-
 
|-
| 8 || 12
+
| 6 || +4 || 15 || +11 || 24 || +18
 
|-
 
|-
| 9 || 13
+
| 7 || +4 || 16 || +12 || 25 || +19
 
|-
 
|-
| 11 || 15
+
| 8 || +5 || 17 || +12 || 26 || +20
 
|-
 
|-
| 12 || 17
+
| 9 || +6 || 18 || +13 || 27 || +20
|-
 
| 13 || 18
 
|-
 
| 15 || 20
 
|-
 
| 16 || 22
 
|-
 
| 17 || 23
 
|-
 
| 19 || 25
 
|-
 
| 20 || 27
 
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable"
+
Gargoyles have a base [[Strength]] of 11, [[Intelligence]] of 8 and [[Dexterity]] of 5 (before Background modifiers).
! Armour || Base AC || GDR || Gargoyle GDR
 
|-
 
| [[Robe]], [[animal skin]], [[troll hide]], [[steam dragon hide]] || 2 || 0% || 31%
 
|-
 
| [[Leather armour]], [[mottled dragon hide]], [[swamp dragon hide]], [[fire dragon hide]], [[pearl dragon hide]] || 3 || 14% || 34%
 
|-
 
| [[Troll leather armour]], [[ice dragon hide]], [[storm dragon hide]], [[gold dragon hide]] || 4 || 19% || 37%
 
|-
 
| [[Ring mail]], [[steam dragon armour]] || 5 || 24% || 39%
 
|-
 
| [[Scale mail]], [[mottled dragon armour]]  || 6 || 28% || 42%
 
|-
 
| [[Swamp dragon armour]] || 7 || 31% || 44%
 
|-
 
| [[Chain mail]], [[fire dragon armour]] || 8 || 34% || 46%
 
|-
 
| [[Ice dragon armour]] || 9 || 37% || 48%
 
|-
 
| [[Plate armour]], [[pearl dragon armour]], [[storm dragon armour]] || 10 || 39% || 50%
 
|-
 
| [[Gold dragon armour]] || 12 || 44% || 54%
 
|-
 
| [[Crystal plate armour]] || 14 || 48% || 58%
 
|-
 
|}
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
 
Gargoyles are recommended for the following backgrounds:  
 
Gargoyles are recommended for the following backgrounds:  
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]], [[Hunter]], [[Assassin]]
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*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]]
*'''Adventurers:''' [[Artificer]]
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*'''Zealots:''' [[Berserker]]
*'''Zealots:''' [[Healer]], [[Berserker]]
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*'''Warior-mages:''' [[Reaver]]
*'''Warrior-mages:''' [[Skald]], [[Warper]], [[Arcane Marksman]], [[Enchanter]]
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*'''Mages:''' [[Fire Elementalist]], [[Earth Elementalist]]
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Venom Mage]]
 
 
 
Due to their [[nonliving]] nature, gargoyles are prohibited from becoming [[Death Knight]]s.
 
  
 
==Level Bonuses==
 
==Level Bonuses==
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*20% less HP than average.
 
*20% less HP than average.
 
*Average MP.
 
*Average MP.
*+3 [[magic resistance]] per level.
+
*+3 [[willpower]] per level.
*Gargoyles gain permanent at-will [[flight]] at level 14.
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*Gargoyles gain [[Big Wings]] at level 14, granting them permanent [[flight]].
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
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{{Beginner}}
 
{{Beginner}}
  
Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably smiting, but also (later in the game) hellfire, [[simulacra]] melee hits, and [[ice fiend]] melee hits—along with a few other, even rarer attacks.  
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While Gargoyles may have low HP (-20%), this is compensated by many strong traits. Most notably, Gargoyles have high innate [[AC]], which usually makes up for the lack of health. Beyond armour, Gargoyles have a variety of innate resistances, which range from "mildly convenient" to "very helpful".  
  
Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water ([[Shoals]] or [[Swamp]]) and the other around poison ([[Spider]] or [[Snake]]).
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Poison immunity turns early [[adder]]s, [[kobold]]s with [[dart]]s, and many critters from [[the Lair]] into non-threats. It also makes Lair's branches ([[Spider's Nest|Spider]], [[Snake Pit|Snake]], [[Swamp]]) easier to manage. As stone creatures, they are immune to a variety of "gimmicks", like [[basilisk]]'s petrification and [[dream sheep]]'s sleep. Also, Gargoyles are one of the strongest species to take on the [[extended game]]. Torment resistance is rarely helpful in a 3-rune game, but it shines in the [[Pandemonium]], [[Hell]]s, and [[Tomb]].  
  
For most of a regular game, their [[torment]] resistance will be of little benefit, but it is helpful in much post-endgame content that involves getting more than the standard 3 to 5 runes. Individually, Gargoyles' other characteristics do not have much of an impact, but taken together they do allow one to ignore some specific, dangerous (or just annoying) effects that form part of the "gimmick" of certain enemies (e.g., [[basilisk]]'s petrification). On the other hand, one must be even more careful than usual around [[deep troll earth mage]]s, [[Jorgrun]], and player ghosts that can cast [[LRD]] or [[Shatter]].  
+
However, AC doesn't protect against everything. [[Smiting]] is a lethal threat in the early game. Later on, Gargoyles have to deal with [[damnation]], as well as certain [[attack flavour]]s (such as [[simulacra]]). In addition, they must be cautious around foes with [[Lee's Rapid Deconstruction]] (which include [[deep troll earth mage]]s and [[Jorgrun]]) or [[Shatter]].
  
Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds and subsequent development strategies.
+
Otherwise, their aptitudes are fairly well balanced. Gargoyles do well in a variety of backgrounds and subsequent development strategies.
  
 
==Strategy==
 
==Strategy==
Although it may seem tempting to raise your AC and GDR as high as possible (almost 60% GDR as a Gargoyle in crystal plate armour!), realize that [[ev]]asion is also tremendously useful, even with a Gargoyle's unimpressive [[Dodging]] aptitude. Due to a Gargoyle's large boosts to AC and GDR regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.
+
Although it may seem tempting to raise your AC as high as possible, realize that [[ev]]asion is also tremendously useful, even with a Gargoyle's unimpressive [[Dodging]] aptitude. With a Gargoyle's large boost to AC regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.
  
 
{{species_aptitudes|Gargoyle}}
 
{{species_aptitudes|Gargoyle}}
  
 
==History==
 
==History==
Prior to [[0.14]], Gargoyles had Fangs 1, Talons 1 and Slow Metabolism 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
+
*Prior to [[0.27]], Gargoyles could not worship [[Yredelemnul]]. [[Flight]] was an activatable ability that could be ended and restarted. And prior to simplification of [[GDR]] in this version, Gargoyles had a special-case bonus to it, displayed [[Gargoyle/GDR|here]].
 +
*Prior to its removal in [[0.26]], gargoyles were immune to [[rot]].
 +
*Prior to [[0.16]], Gargoyles could cast [[Statue Form]], though they received four less AC than other species when doing so.
 +
*Prior to [[0.15]], the skill aptitudes of [[Maces & Flails]], [[Unarmed Combat]], and [[Staves]] were +1.
 +
*Prior to [[0.14]], Gargoyles had [[Fangs]] 1, [[Talons]] 1 and [[Slow Metabolism]] 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
 +
*Gargoyles were added in [[0.13]].
  
Gargoyles were added in [[0.13]].
+
==References==
 +
<references/>
  
[[Category: Species]]
+
{{species}}
[[Category:Crystal Ball Articles]]
 

Latest revision as of 00:08, 7 May 2024

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

This page refers to the player species. For the monster, see Gargoyle (monster). For a list of all monstrous gargoyles, see List of gargoyles.

A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.

Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.

Innate Abilities

  • Gargoyles are composed of nonliving stone, rather than flesh:
  • Natural AC: Gargoyles receive a large innate boost to AC, which increases with XL.

AC Bonuses

The AC bonus begins at +2.4 at XL 1. From XL 2-7, it increases by +0.4 AC per XL. From thereafter, it increases by 0.8 per XL, reaching a maximum of +20 at XL 27.[1] This bonus is then rounded down. See below for a table:

Level AC Level AC Level AC
1 +2 10 +7 19 +14
2 +2 11 +8 20 +15
3 +3 12 +8 21 +16
4 +3 13 +9 22 +16
5 +4 14 +10 23 +17
6 +4 15 +11 24 +18
7 +4 16 +12 25 +19
8 +5 17 +12 26 +20
9 +6 18 +13 27 +20

Gargoyles have a base Strength of 11, Intelligence of 8 and Dexterity of 5 (before Background modifiers).

Preferred Backgrounds

Gargoyles are recommended for the following backgrounds:

Level Bonuses

Starting Skills and Equipment

Gargoyles receive the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

While Gargoyles may have low HP (-20%), this is compensated by many strong traits. Most notably, Gargoyles have high innate AC, which usually makes up for the lack of health. Beyond armour, Gargoyles have a variety of innate resistances, which range from "mildly convenient" to "very helpful".

Poison immunity turns early adders, kobolds with darts, and many critters from the Lair into non-threats. It also makes Lair's branches (Spider, Snake, Swamp) easier to manage. As stone creatures, they are immune to a variety of "gimmicks", like basilisk's petrification and dream sheep's sleep. Also, Gargoyles are one of the strongest species to take on the extended game. Torment resistance is rarely helpful in a 3-rune game, but it shines in the Pandemonium, Hells, and Tomb.

However, AC doesn't protect against everything. Smiting is a lethal threat in the early game. Later on, Gargoyles have to deal with damnation, as well as certain attack flavours (such as simulacra). In addition, they must be cautious around foes with Lee's Rapid Deconstruction (which include deep troll earth mages and Jorgrun) or Shatter.

Otherwise, their aptitudes are fairly well balanced. Gargoyles do well in a variety of backgrounds and subsequent development strategies.

Strategy

Although it may seem tempting to raise your AC as high as possible, realize that evasion is also tremendously useful, even with a Gargoyle's unimpressive Dodging aptitude. With a Gargoyle's large boost to AC regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.

Skill aptitudes

The higher the value, the better the aptitude.

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

History

  • Prior to 0.27, Gargoyles could not worship Yredelemnul. Flight was an activatable ability that could be ended and restarted. And prior to simplification of GDR in this version, Gargoyles had a special-case bonus to it, displayed here.
  • Prior to its removal in 0.26, gargoyles were immune to rot.
  • Prior to 0.16, Gargoyles could cast Statue Form, though they received four less AC than other species when doing so.
  • Prior to 0.15, the skill aptitudes of Maces & Flails, Unarmed Combat, and Staves were +1.
  • Prior to 0.14, Gargoyles had Fangs 1, Talons 1 and Slow Metabolism 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
  • Gargoyles were added in 0.13.

References

  1. player.cc:6054 (0.31.0)
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy