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− | '''Talismans''' are items used to change your [[Transformation|form]].
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− | ==Useful Info==
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− | A talisman, when e'''V'''oked, turns you into a respective [[transformation]] (e.g. a [[beast talisman]] turns you into [[Beast Form]]). This transformation lasts indefinitely. It can't be [[potion of cancellation|cancelled]] or [[Quicksilver Bolt|dispelled]], though you can voluntarily exit at any time. Entering or exiting a form takes 5 turns. If you are turned into a [[bad form]], when you revert, you'll go back to your talisman form.
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− | Once you have turned into a desired form, the talisman can safely be dropped. You do not need to hold the talisman to stay in a form, nor do you need it to exit a form. Talismans are found around the dungeon and in jewellery [[shop]]s.
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− | The [[undead]] ([[ghoul]]s, [[mummies]], bloodless [[vampire]]s) are unable to transform. [[Zin]] despises form-shifting, and will instantly excommunicate any follower who uses one.
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− | ===Transformations===
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− | In general, a form will increase various attributes (like [[HP]] or [[AC]]), but will meld certain types of equipment. Melded equipment ceases to have any effect, positive or negative. Melding is not an unequip, so it's safe to meld artefacts with *Drain or *Contam.
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− | All talisman forms enhance [[Unarmed Combat]] in some way. Otherwise, each form has its own benefits and downsides. Some forms let you wield a weapon, others meld everything but your [[jewellery]]. Forms will often negate certain [[mutation]]s, or change your [[size]].
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− | Being in any form will make you take +75% damage from [[silver]] weaponry.
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− | ===Skill===
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− | Each form has a minimum [[Transmutations]] skill. Below this skill, you will receive a penalty to max HP. (See [https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/transform.cc#L297 transform.cc])
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− | Max HP = <code>25% + 75% * (Transmutations / min_skill)^2</code> percent (25% at 0 Transmutations; 100% at min skill).
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− | Keep in mind that some forms increase your max HP, and this bonus is not lost by being underskilled. E.g. if a form gave you 200% max HP, and you were at 0 Transmutations, you'd get 50% of your form-less HP.
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− | Raising Transmutations past this point will give you form-specific benefits. Beast Form will increase your [[slaying]] (attack) bonus, Statue Form will increase your defenses, etc. Each form also has a maximum Transmutations skill, where further training has no benefit.
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− | Talismans do not use [[spellpower]], so [[intelligence]], [[wizardry]], etc. has no effect.
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− | ==List of talismans==
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− | Talismans are sorted by "tiers". Each tier has the same minimum and maximum Transmutations skill.
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− | '''Tier 1:''' (min. 0 skill, max. 13 skill)
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− | * [[Beast talisman]] (Beast Form)
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− | '''Tier 2:''' (min. 9 skill, max. 20)
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− | * [[Blade talisman]] (Blade Hands)
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− | * [[Maw talisman]] (Maw Form)
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− | * [[Serpent talisman]] (Anaconda Form)
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− | '''Tier 3:''' (min. 17 skill, max. 23)
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− | * [[Dragon-blood talisman]] ([[Dragon Form]])
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− | * [[Granite talisman]] ([[Statue Form]])
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− | '''Tier 4:''' (min. 21 skill, max. 27)
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− | * [[Death talisman]] (Death Form)
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− | * [[Storm talisman]] ([[Storm Form]])
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− | ==History==
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− | *In [[0.31]], talismans will be introduced, replacing [[Transmutations]] spells. Removed spells: [[Beastly Appendage]], [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Statue Form]], [[Dragon Form]], [[Storm Form]], [[Necromutation]] (Lichform).
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− | ----
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− | the rest of this page will document the various forms
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− | =Beast talisman=
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− | A '''beast talisman''' is a [[talisman]] that changes you into '''Beast Form''', a wild, hulking form that grants bonuses to melee.
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− | [[Transmuter]]s start with this item, and start the game in Beast Form.
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− | ==Useful Info==
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− | When e'''V'''oked, a beast talisman turns you into Beast Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
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− | Beast Form has the following effects on your character:
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− | '''Bonuses'''
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− | * '''[[Unarmed Combat]]:''' Set to 5 base damage, before skill.
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− | * '''[[Slaying]] Bonus:''' adds <code>2 + (6 * Transmutations / 13)</code> [[slaying]] (min. 2 slay, max. 8 slay) to melee combat, even when using a [[weapon]]. Slaying increases damage and accuracy. ([https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/transform.cc#L973 transform.cc])
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− | '''Restrictions'''
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− | * '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], ''except'' for [[body armour]]. (This includes [[helmet]]s/[[hat]]s, [[cloak]]s, [[gloves]], and [[boots]]/[[barding]]s. Does not include [[shield]]s.)
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− | Beast Form does not block any [[mutation]]s, does not change your [[size]], and gives no innate bonus to HP / [[AC]].
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− | Beast Form has no minimum [[Transmutations]] skill. It has a maximum skill of 13; further skill has no further impact.
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− | ==Strategy==
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− | If you haven't found any auxiliary armor pieces yet, then beast form is a free +2 slaying (and +2 Unarmed damage); a net positive for ''every'' character. You don't need to train any Transmutations to benefit.
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− | Essential form for [[Transmuter]] starts. Beast Form unarmed is stronger than the plain [[short sword]]s, [[whip]]s, and [[mace]]s you'll find on the dungeon. [[Brand]]ed weapons can perform better, though. For example, if you find a [[dagger]] of [[venom]] on D:2, then don't hesitate to switch. Weapon or not, Beast Form is pretty good. However, even Transmuters won't want to train Transmutations skill right away.
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− | * Transmutations skill gives you < +0.5 slay per level.
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− | * [[Unarmed Combat]] skill gives +1 base damage per level (which is more damage) and speeds up your attacks.
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− | ==History==
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− | * [[Beastly Appendage]].
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− | =Serpent talisman=
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− | A '''serpent talisman''' is a [[talisman]] that changes you into '''Anaconda Form''', a giant, [[constrict]]ing snake.
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− | ==Useful Info==
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− | When e'''V'''oked, a serpent talisman turns you into Serpent Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
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− | Anaconda Form has the following effects on your character:
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− | '''Bonuses'''
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− | * '''HP Bonus:''' 120% HP
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− | * '''Innate AC:''' 8 - 12 [[AC]], scaling linearly with Transmutations skill.
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− | * '''[[Unarmed Combat]]:''' Set to 12 base damage, before skill.
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− | * '''[[Constriction]]:''' When making a melee attack, you initiate [[constriction]]. You can constrict 1 [[large]] (or smaller) foe at a time.
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− | '''Restrictions'''
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− | * '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], [[weapon]] and [[shield]].
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− | * '''Other Restrictions:''' Cannot [[throw]], [[spell]]s are harder to cast.
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− | '''Other'''
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− | * Anaconda Form is [[cold-blooded]]. Unless you have [[cold resistance]], you'll be [[slow]]ed when hit by certain cold attacks.
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− | * Size set to [[large]], giving an [[EV]] penalty to players that weren't already large. (Being large also lets you constrict large opponents)
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− | * Suppresses most [[mutation]]s.
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− | Anaconda Form has a minimum [[Transmutations]] skill of 9, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 20, where skill has no further impact.
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− | ==Strategy==
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− | Constriction is broken. Remember 0.10 [[Naga]]s? Now you are that naga, but with normal speed and even better stats.
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− | ==History==
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− | * Introduced in [[0.31]] in the Transmutations overhaul. Anaconda Form had no previous implementation.
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− | =Maw talisman=
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− | A '''maw talisman''' is a [[talisman]] that changes you into '''Maw Form''', which adds a giant, gnashing mouth in place of the stomach.
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− | ==Useful Info==
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− | When e'''V'''oked, a maw talisman turns you into Maw Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
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− | Maw Form has the following effects on your character:
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− | '''Bonuses'''
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− | * '''[[Unarmed Combat]]:''' Set to 5 base damage, before skill.
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− | * '''Maw aux attack:''' Adds a biting [[auxiliary attack]]. Whenever you make a melee attack (weapon or not), you have a chance to make a maw attack. Damage equals <code>7 + Transmutations</code> (max. 27). Chance to proc the attack depends on XL; see [[auxiliary attack]] for details.
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− | * '''Devour:''' Whenever you kill a [[corpse]]-dropping enemy, you'll devour it, which heals you. You'll heal the ''higher of'' <code>HD + 1d(HD)</code> or <code>[[Transmutations]] + 1d20</code>. ([https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/melee-attack.cc#L662 melee-attack.cc])
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− | ** You can't devour creatures that are too big. [[Beogh]] followers will not devour [[list of orcs|orcs]]. [[Gozag]] turns corpses into gold, stopping this effect. (Necromancy???? [[Death drop]]s??)
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− | '''Restrictions'''
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− | * '''[[Transformation#Useful Info|Melded Gear]]:''' Only [[body armour]] is melded.
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− | Maw Form does not block any [[mutation]]s, does not change your [[size]], and gives no innate bonus to HP / [[AC]].
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− | Maw Form has a minimum [[Transmutations]] skill of 9, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 20, where skill has no further impact.
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− | ==Strategy==
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− | The faster your attack speed, the more maw auxiliary attacks you'll proc. Unarmed Combat is obvious, but it also works with [[Short Blades]].
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− | Please train Dodging.
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− | ==History==
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− | * Introduced in [[0.31]] in the Transmutations overhaul. Maw Form had no previous implementation.
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