Difference between revisions of "Formicid"

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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|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.
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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 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 Ogres. 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 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 and venom mages, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}}
+
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==
 
==Innate Abilities==
 
*'''[[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.
*'''[[Four Strong Arms]]:''' Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to use, however. Their multiple limbs also allow them to use [[shields]] with the same reduced penalties as large races.
+
*'''[[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. 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 [[HP]] drain, and makes some noise.
+
*'''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. Unlike digging, this ability is silent. Note that you cannot use it on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.
+
**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]], [[berserk]], and [[Swiftness]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Okawaru]]'s Finesse, [[Lugonu]]'s Bend Space, and the [[Passage of Golubria]] spell work as normal, however.
+
*'''[[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]].
 +
**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.
 +
*Formicids cannot be randomly [[shaft]]ed by [[malevolent force]].
  
Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 6 (before Background modifiers).
+
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]]
+
*'''Warrior-mages:''' [[Hexslinger]]
*'''Warrior-mages:''' [[Arcane Marksman]]
+
*'''Mages:''' [[Earth Elementalist]], [[Alchemist]]
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]
 
  
 
==Level Bonuses==
 
==Level Bonuses==
 
*+1 [[strength]] or [[intelligence]] every 4th level.
 
*+1 [[strength]] or [[intelligence]] every 4th level.
 
*Average [[HP]].
 
*Average [[HP]].
*10% more [[MP]] than average, before stepdowns.
 
 
*+4 [[willpower]] per level.
 
*+4 [[willpower]] per level.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Formicids receive the skills and equipment listed for their background, with a special case:
+
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 [[Fighter]]s may start with a [[quarterstaff]].
 
*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}}
 +
 +
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 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).
 +
 +
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. Wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.
+
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''' - [[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.
 +
 
 +
'''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.
  
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that would otherwise be easy to bail from. 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. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers before disappearing if a fight starts looking unwinnable, a formicid must play more cautiously.  
+
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 and Tricks===
+
===Tips & Tricks===
*While formicids can't blink normally, [[Passage of Golubria]], [[Dithmenos]]' Shadow Step, and [[Lugonu]]'s Bend Space ability cause ''space'' to bend, not you, and therefore still function as normal.
+
*While Formicids can't blink normally, [[Passage of Golubria]], [[Gell's Gavotte]], and [[Uskayaw]]'s Grand Finale are not blocked by stasis.
*Take advantage of the resources formicids have at their disposal. Your innate [[dig]]ging ability allows you to create choke points or even [[kill hole]]s, making it much safer to fight large bands of enemies. You may want to create zig-zagging tunnels (to break line of sight) in advance, near areas where there are multiple enemies.  
+
*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 advantaeous 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.
+
*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.
**As usual, use abilities ''before'' you're at the brink of death. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but it takes a few turns to kick in, and it's much easier to survive on an unexplored, more dangerous floor when you're relatively unscathed. If the floor(s) below are cleared of danger, the shaft ability can provide a pain-free way to make multiple attempts at raiding a difficult area; eg, when entering a [[ghost vault]].
+
*Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle.
*Your antennae and high Stealth aptitude allow you to see dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid fights entirely. Don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.
 
*Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle. [[Gozag]]'s abilities can disable enemies in the same way.
 
*Don't overlook your Formicid's excellent Earth and Transmutation 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).  
 
 
*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.
 
*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==
 +
*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 [[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.
 
*Prior to [[0.28]], digging through walls was slower (+2 [[aut]]s), but did not inflict HP [[drain]].
 
*Prior to [[0.28]], digging through walls was slower (+2 [[aut]]s), but did not inflict HP [[drain]].
*Prior to [[0.25]], formicids could cast [[Swiftness]].
+
*Prior to [[0.26]], digging used up [[hunger]].
*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 [[0.25]], Formicids could cast [[Swiftness]].
*Prior to [[0.15]], formicids could throw [[large rock]]s.
+
*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 rock]]s.
 
*Formicids were added in [[0.14]].
 
*Formicids were added in [[0.14]].
*During much of their development, formicids were known as '''"dwants"''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].
+
*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==

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