Difference between revisions of "Armataur"
m |
m (→Heal on Rampage) |
||
(15 intermediate revisions by 2 users not shown) | |||
Line 6: | Line 6: | ||
==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 | + | **'''[[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. | ||
Line 12: | Line 12: | ||
*'''[[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. | ||
− | ** | + | **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). | ||
+ | |||
+ | ===Heal on Rampage=== | ||
+ | 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> | ||
+ | |||
+ | 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> | ||
+ | |||
+ | 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== | ||
Line 27: | Line 34: | ||
*10% more [[HP]] than average. | *10% more [[HP]] than average. | ||
*+3 [[willpower]] per level. | *+3 [[willpower]] per level. | ||
− | *At XL 7, HP | + | *At XL 7, rampaging will recover HP in addition to MP ('''Rollpage 2'''). |
==Starting Skills and Equipment== | ==Starting Skills and Equipment== | ||
Line 35: | Line 42: | ||
{{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 | + | 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, [[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}} | ||
Line 44: | Line 53: | ||
==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 a few special | + | **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. | ||
+ | |||
+ | ==References== | ||
+ | <references /> | ||
{{species}} | {{species}} |
Latest revision as of 23:35, 14 March 2024
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. |
Contents
Innate Abilities
- Armataurs are a hybrid species, with a humanoid torso atop a larger body.
- 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
- Warriors: Fighter
- Zealots: Berserker
- Warrior-Mages: Warper
- Mages: Hedge Wizard
Level Bonuses
- +1 strength, intelligence, or dexterity (equal chance) every 4th level.
- 10% more HP than average.
- +3 willpower per level.
- At XL 7, rampaging will recover HP in addition to MP (Rollpage 2).
Starting Skills and Equipment
Armataurs start with the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
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
- ↑ player.cc:4921 (0.31.0)
- ↑ player.cc:1297 (0.31-b1)
- ↑ player.cc:1202 (0.31-b1)
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |