Difference between revisions of "Armataur"

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==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.
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*'''[[Tough Skin]] 3''': Armataurs are covered in tough skin (AC +3).
 
*'''[[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.
 
*'''[[Rollpage]] 1''': Armataurs have innate [[rampaging]] - when moving in a straight line towards an enemy, they get a free move.
**When rampaging, Aramtaurs recover MP more quickly. For every rampage move, a "heal duration" is set from 3-7 turns. While the duration lasts, your MP regeneration is increased by <code>(turns_remaining + 1) * 0.33</code> MP/turn. <!--Player.cc-->
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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.
  
 
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).
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===Heal on Rampage===
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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>
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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>
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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>
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
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*10% more [[HP]] than average.
 
*10% more [[HP]] than average.
 
*+3 [[willpower]] per level.
 
*+3 [[willpower]] per level.
*At XL 7, HP is also restored when rampaging ('''Rollpage 2'''). HP recovery equals <code>turns_remaining +1) * 0.65</code> HP/turn.
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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 somewhat easy species to play. They have low [[EV]] and slightly below 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 scales, high HP, and [[barding]]s help make up for that.
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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.  
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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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==History==
 
==History==
 
*In [[0.31]], Armataurs were reworked. Prior to this version:
 
*In [[0.31]], Armataurs were reworked. Prior to this version:
**Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue ([[scroll]]s took 50% longer to read). Note that doubled potion effects had 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" in practice. See [http://crawl.chaosforge.org/index.php?title=Armataur&oldid=76915#Long_Tongue this revision] for details.
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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.
 
**Armataurs did not recover HP or MP when rampaging.
 
**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 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.
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==References==
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<references />
  
 
{{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