Difference between revisions of "Armataur"

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{{version031}}
 
{{flavour|The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.
 
{{flavour|The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.
  
Armataurs instinctively roll when moving toward foes, getting a free move. Their long, nimble tongues drink every last drop from potions, doubling their effects, but the strange syllables of magical scrolls slow them down. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on.}}
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Armataurs instinctively roll when moving toward foes, getting a free move and regenerating magic. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
 
*Armataurs are a hybrid species, with a humanoid torso atop a larger body.
 
*Armataurs are a hybrid species, with a humanoid torso atop a larger body.
**'''[[Deformed]]''': Armataurs get only half of the armour's base [[AC]].
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**'''[[Deformed]]''': Armataurs get only half of their body armour's base [[AC]].
 
**Armataurs get an [[EV]] and [[Dodging]] penalty, due to their size.
 
**Armataurs get an [[EV]] and [[Dodging]] penalty, due to their size.
 
**Armataurs cannot wear [[boots]], but may equip [[barding]]s.
 
**Armataurs cannot wear [[boots]], but may equip [[barding]]s.
 
**Armataurs are large enough to attack and move normally while standing in [[shallow water]].
 
**Armataurs are large enough to attack and move normally while standing in [[shallow water]].
*'''[[Rugged Brown Scales]] 3''': Armataurs are covered in rugged brown scales (AC +3, +7% max HP).
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*'''[[Tough Skin]] 3''': Armataurs are covered in tough skin (AC +3).
*'''[[Rollpage]] 1''': Armataurs have innate [[rampaging]], rolling quickly as they move towards enemies.
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*'''[[Rollpage]] 1''': Armataurs have innate [[rampaging]] - when moving in a straight line towards an enemy, they get a free move.
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**Also, after rampaging, Aramtaurs recover MP more quickly. See below for details.
 
*'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s.
 
*'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s.
*'''[[Awkward Tongue]]''': The delay after reading a [[scroll]] is 50% slower (as if you were [[slow]]ed). Scroll effects are still applied at the start of the turn.
 
*'''Long Tongue''': Potion effects are doubled. See below for detail.
 
  
 
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).
 
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).
  
===Long Tongue===
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===Heal on Rampage===
Long Tongue doubles the effects of potions. The exact effect depends on the type of potion.
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When Armataurs make a rampage move, a "heal duration" is increased by 1 turn, to a maximum of 7.<ref>{{source ref|0.31.0|player.cc|4921}}</ref>
  
*Potions that give [[status effect]]s, like [[potions of haste]], have the duration of their effects doubled (except for ambrosia).
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While this heal duration lasts, your MP regeneration is increased by <code>(turns_remaining + 1) * 0.33</code> MP/turn.<ref>{{source ref|0.31-b1|player.cc|1297}}</ref>
*Potions that heal HP/MP give double healing.
 
**[[Potions of curing]] restore 10-22 HP, 16 HP on average.
 
**[[Potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP, 47 HP/MP on average.
 
**[[Potions of ambrosia]] restore 6-10 HP and MP per turn, 8 HP and MP on average.  
 
*Other potions' effects are directly doubled:
 
**[[Potions of experience]] grant two XP levels.
 
**[[Potions of degeneration]] temporarily reduce each stat by 2-6 points.
 
**[[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation.
 
**[[Potions of cancellation]] remove 2000-10000 points of [[magic contamination]].
 
  
Followers of [[Gozag]] don't get any bonus from Potion Petition, but followers of [[Xom]] receive double effects from the god's potion effect gifts.
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Once you reach XL 7, you'll also recover HP faster. Your HP regeneration is increased by <code>(turns_remaining + 1) * 0.65</code> HP/turn.<ref>{{source ref|0.31-b1|player.cc|1202}}</ref>
 
 
Armataurs in [[Kryia's mail coat]] can restore 3x HP by quaffing potions of curing or heal wounds.
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
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==Level Bonuses==
 
==Level Bonuses==
 
*+1 [[strength]], [[intelligence]], or [[dexterity]] (equal chance) every 4th level.
 
*+1 [[strength]], [[intelligence]], or [[dexterity]] (equal chance) every 4th level.
*10% more [[HP]] than average (not including [[Rugged Brown Scales]]).
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*10% more [[HP]] than average.
 
*+3 [[willpower]] per level.
 
*+3 [[willpower]] per level.
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*At XL 7, rampaging will recover HP in addition to MP ('''Rollpage 2''').
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
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{{Beginner}}
 
{{Beginner}}
  
Armataurs are a relatively easy species to play due to their high HP (117%) and doubled potions. While their slow scroll speed may seem intimidating, keep in mind that scroll effects still apply immediately. For example, a [[scroll of blinking]] will teleport you away at the start of your turn. All that changes is that you wait 1.5 turns (in your new position) instead of 1. In many cases, the delay can be mitigated by careful play.
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Armataurs are a somewhat easy species to play. They have low [[EV]] and slightly below average aptitudes, but have high HP and a neat rampaging bonus. In general, Armataurs are well suited for both melee and magic play.  
  
In general, Armataurs are well suited for both melee and magic play, with aptitudes just below average. Armataurs may have reduced AC from Deformed, but their natural scales, high HP, and [[barding]]s help make up for that.
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Armataurs may have reduced AC from Deformed, but their natural skin, [[barding]]s, and aforementioned HP help make up for that. If you are wearing [[scale mail]] or lower, Armataur's Tough Skin bonus cancels out the negatives from Deformed. Even with [[plate armour]], the net AC loss is quite small (only -2 AC compared to regular species).
  
 
{{species aptitudes|Armataur}}
 
{{species aptitudes|Armataur}}
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==Strategy==
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Watch out for rampaging - if you aren't paying attention, you may move further than intended. For example, you might zip past the [[stairs]] if a monster is in front of it. If you want to get to a specific tile, you might be able to zigzag diagonally to get there.
  
 
==History==
 
==History==
*In [[0.31]], Armataurs will be reworked:
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*In [[0.31]], Armataurs were reworked. Prior to this version:
**Rollpage will add stacks of magic regeneration at rank 1 and also add stacks of regeneration at rank 2 (gained at XL 7).
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**Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue ([[scroll]]s took 50% longer to read). Note that doubled potion effects had a few special cases: for example, the [[potion of might]] only doubled the duration, not doubled the damage from might. Also, the potion's duration was still capped at 80 turns, so it was often less than "double" duration in practice. See [http://crawl.chaosforge.org/index.php?title=Armataur&oldid=76915#Long_Tongue this revision] for details.
**They will get [[Tough Skin]] instead of [[Rugged Brown Scales]] 3, and they will lose [[Awkward Tongue]] and Long Tongue.
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**Armataurs did not recover HP or MP when rampaging.
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**Armataurs had [[Rugged Brown Scales]] 3 (+3 AC, +7% HP) instead of Tough Skin 3.
 
*Armataurs were introduced in [[0.30]], replacing the [[Palentonga]] species.
 
*Armataurs were introduced in [[0.30]], replacing the [[Palentonga]] species.
  
[[Category:Crystal Ball Articles]]
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==References==
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<references />
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{{species}}
 
{{species}}

Latest revision as of 23:35, 14 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.

Armataurs instinctively roll when moving toward foes, getting a free move and regenerating magic. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.

Innate Abilities

  • Armataurs are a hybrid species, with a humanoid torso atop a larger body.
    • Deformed: Armataurs get only half of their body armour's base AC.
    • Armataurs get an EV and Dodging penalty, due to their size.
    • Armataurs cannot wear boots, but may equip bardings.
    • Armataurs are large enough to attack and move normally while standing in shallow water.
  • Tough Skin 3: Armataurs are covered in tough skin (AC +3).
  • Rollpage 1: Armataurs have innate rampaging - when moving in a straight line towards an enemy, they get a free move.
    • Also, after rampaging, Aramtaurs recover MP more quickly. See below for details.
  • Armoured Tail: Armataurs have armoured tails that they may use to make especially damaging tail-slap auxiliary attacks.

Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).

Heal on Rampage

When Armataurs make a rampage move, a "heal duration" is increased by 1 turn, to a maximum of 7.[1]

While this heal duration lasts, your MP regeneration is increased by (turns_remaining + 1) * 0.33 MP/turn.[2]

Once you reach XL 7, you'll also recover HP faster. Your HP regeneration is increased by (turns_remaining + 1) * 0.65 HP/turn.[3]

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Armataurs start with the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Armataurs are a somewhat easy species to play. They have low EV and slightly below average aptitudes, but have high HP and a neat rampaging bonus. In general, Armataurs are well suited for both melee and magic play.

Armataurs may have reduced AC from Deformed, but their natural skin, bardings, and aforementioned HP help make up for that. If you are wearing scale mail or lower, Armataur's Tough Skin bonus cancels out the negatives from Deformed. Even with plate armour, the net AC loss is quite small (only -2 AC compared to regular species).

Skill aptitudes

The higher the value, the better the aptitude.

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

Strategy

Watch out for rampaging - if you aren't paying attention, you may move further than intended. For example, you might zip past the stairs if a monster is in front of it. If you want to get to a specific tile, you might be able to zigzag diagonally to get there.

History

  • In 0.31, Armataurs were reworked. Prior to this version:
    • Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue (scrolls took 50% longer to read). Note that doubled potion effects had a few special cases: for example, the potion of might only doubled the duration, not doubled the damage from might. Also, the potion's duration was still capped at 80 turns, so it was often less than "double" duration in practice. See this revision for details.
    • Armataurs did not recover HP or MP when rampaging.
    • Armataurs had Rugged Brown Scales 3 (+3 AC, +7% HP) instead of Tough Skin 3.
  • Armataurs were introduced in 0.30, replacing the Palentonga species.

References

  1. player.cc:4921 (0.31.0)
  2. player.cc:1297 (0.31-b1)
  3. player.cc:1202 (0.31-b1)
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy