Difference between revisions of "Beastly Appendage"

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{{Spell
 
{{Spell
 
|name=Beastly Appendage
 
|name=Beastly Appendage
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|spellnoise=0
 
|spellnoise=0
 
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{{flavour|This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour or enhance appendages that are already nonhuman.}}
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{{flavour|
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Causes monstrous horns and talons to grow from the caster's body, granting them a chance of making an extra attack in melee. It is not powerful enough to enhance appendages that are already nonhuman.
  
[[Beastly Appendage]] is a level 1 [[Transmutations]] spell which briefly gives you one of the following temporary [[Unarmed Combat]]-enhancing [[mutation]]s:
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For [[Octopode]]s:
*[[Horns|Horns 2]] - Prevented by use of [[helmet]]s, but allows for an auxiliary headbutt.
 
*[[Talons|Talons 3]] - Prevented by use of [[boots]] or lack of feet, but allows for an auxiliary kick.
 
  
Several [[species]] have restrictions on which mutations they can gain from this spell:
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Causes a vicious spike to grow from one of the caster's tentacles, increasing the damage of their extra tentacle attacks. It is not powerful enough to affect tentacles which are already mutated.}}
*Species that lack humanoid feet ([[naga]]s, [[centaur]]s, [[felid]]s) cannot gain talons
 
**Due to their hybrid nature, [[merfolk]] also cannot gain talons from Beastly Appendage.
 
*Octopodes, being incompatible with either mutation, gain a [[Good mutations#Tentacle Spike|spiked tentacle]] instead.
 
  
The duration of these mutations is dependent upon your [[spell power]]. Sadly, you cannot cast it multiple times to get both effects; casting it again simply extends the duration of your current mutation.
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'''Beastly Appendage''' is a level 1 [[Transmutations]] spell.  
  
 
[[Transmuter]]s begin with this spell memorized.
 
[[Transmuter]]s begin with this spell memorized.
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__NOTOC__
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==Effect==
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Beastly Appendage briefly gives you the following temporary combat enhancing [[mutation]]s, melding armour in the process:
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*[[Horns|Horns 2]] - grants an auxiliary headbutt attack, melding [[helmet]]s.
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*[[Talons|Talons 2]] - grants an auxiliary kick attack, melding [[boots]].
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**Like other Transmutations, Beastly Appendage will fully meld [[Lear's hauberk]].
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The duration of these mutations is dependent upon your [[spell power]]. Casting the spell again extends the duration of your current mutations.
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===Restrictions===
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Your helmet and boot slot (or equivalent) will meld, even if these mutations aren't valid:
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* [[Armataur]]s, [[naga]]s, [[merfolk]], and [[felid]]s cannot get Talons, as they don't have humanoid feet. However, their [[boots]] / [[barding]]s are melded, anyway.
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*Octopodes, being incompatible with either mutation, gain a [[Good mutations#Tentacle Spike|spiked tentacle 3]] instead. Their hat slot is still melded.
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[[Undead]] species ([[ghoul]]s, [[mummies]], bloodless [[vampire]]s) can't cast this spell, like other [[transformation|form]]-changing spells.
  
 
==Strategy==
 
==Strategy==
Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive: Horns are more powerful than Talons. If you're willing to wear [[boots]] and only wear a [[hat]], you can guarantee that the more useful mutation will occur.
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Beastly Appendage can significantly improve the combat capabilities of low level melee characters. It isn't likely for an early adventurer to have helmets or boots, so melding these aux armour slots shouldn't be noticeable.
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Beastly Appendage doesn't give any special bonus to [[Unarmed Combat]]. Low level Transmuters can feel free to wield and train with a weapon. Note that further Transmutations ([[Spider Form]] & [[Ice Form]]) do rely on Unarmed, though.
  
 
==History==
 
==History==
Prior to [[0.12]], Claws 3 was a possible result.
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*This spell was removed in [[0.31]], along with the Transmutations spell school.
 
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*Prior to [[0.26]], the spell could provide either Horns 2 or Talons 3 (instead of both) and couldn't meld aux armour in those slots.
Prior to [[0.11]], Beastly Appendage gave you Tentacles for arms instead of Claws.
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*Prior to [[0.12]], Claws 3 was a possible result.
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*Prior to [[0.11]], Beastly Appendage gave you Tentacles for arms instead of Claws.
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*Beastly Appendage was added in [[0.10]].
  
Beastly Appendage was added in [[0.10]].
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{{Forms}}
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 02:05, 26 February 2024

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Beastly appendage.png Beastly Appendage
Level 1
School1 Transmutation
Source(s)
Casting noise 1
Spell noise 0

Causes monstrous horns and talons to grow from the caster's body, granting them a chance of making an extra attack in melee. It is not powerful enough to enhance appendages that are already nonhuman.

For Octopodes:

Causes a vicious spike to grow from one of the caster's tentacles, increasing the damage of their extra tentacle attacks. It is not powerful enough to affect tentacles which are already mutated.

Beastly Appendage is a level 1 Transmutations spell.

Transmuters begin with this spell memorized.

Effect

Beastly Appendage briefly gives you the following temporary combat enhancing mutations, melding armour in the process:

The duration of these mutations is dependent upon your spell power. Casting the spell again extends the duration of your current mutations.

Restrictions

Your helmet and boot slot (or equivalent) will meld, even if these mutations aren't valid:

Undead species (ghouls, mummies, bloodless vampires) can't cast this spell, like other form-changing spells.

Strategy

Beastly Appendage can significantly improve the combat capabilities of low level melee characters. It isn't likely for an early adventurer to have helmets or boots, so melding these aux armour slots shouldn't be noticeable.

Beastly Appendage doesn't give any special bonus to Unarmed Combat. Low level Transmuters can feel free to wield and train with a weapon. Note that further Transmutations (Spider Form & Ice Form) do rely on Unarmed, though.

History

  • This spell was removed in 0.31, along with the Transmutations spell school.
  • Prior to 0.26, the spell could provide either Horns 2 or Talons 3 (instead of both) and couldn't meld aux armour in those slots.
  • Prior to 0.12, Claws 3 was a possible result.
  • Prior to 0.11, Beastly Appendage gave you Tentacles for arms instead of Claws.
  • Beastly Appendage was added in 0.10.
Transformations
Talisman Beast FormFlux FormBlade FormMaw FormSerpent FormStatue FormDragon FormDeath FormStorm Form
Bad Forms Bat FormFungus FormPig FormTree FormWisp Form
Divine Slaughter Form