Difference between revisions of "Poltergeist"

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{{flavour|Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.
  
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Their superlative aptitude for both stealth and hexes make them powerful enchanters, and they are adequate at most other forms of magic, though they struggle with conjurations. They are adept with short blades, if a little below average with heavier weapons, and their lack of a physical body makes them terrible at unarmed combat. The same power they used to possess objects makes them natural experts at throwing.
'''Poltergeists''' are an insubstantial undead species which will replace [[Vampire]]s in [[0.33]].
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Finally, their nature as spirits of bad luck also grants them temporary AC whenever they inflict maladies upon their enemies.}}
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'''Poltergeists''' are an insubstantial undead species with interchangeable auxiliary armour.
  
 
==Innate Abilities==
 
==Innate Abilities==
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**'''[[Poison Resistance|Poison Immunity]]''': Poltergeists are immune to poison.
 
**'''[[Poison Resistance|Poison Immunity]]''': Poltergeists are immune to poison.
 
**'''[[Torment Immunity]]''': Poltergeists cannot be tormented.
 
**'''[[Torment Immunity]]''': Poltergeists cannot be tormented.
**Poltergeists cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.
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**Poltergeists cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they [[drain|temporarily lose max HP]] instead.
 
**Poltergeists are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
 
**Poltergeists are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
 
**Poltergeists are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.
 
**Poltergeists are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.
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*Poltergeists are [[insubstantial]], granting immunity to [[throwing net]]s, [[web]]s, [[constriction]], [[petrification]], and [[sticky flame]].
 
*Poltergeists are [[insubstantial]], granting immunity to [[throwing net]]s, [[web]]s, [[constriction]], [[petrification]], and [[sticky flame]].
 
*'''[[Floating]]''': Poltergeists' insubstantial bodies float through the air, flying permanently.
 
*'''[[Floating]]''': Poltergeists' insubstantial bodies float through the air, flying permanently.
*'''[[Formless]]:''' Poltergeists may equip any combination of six items of [[auxiliary armour]]. They cannot wear body armour, and cannot train the [[Armour]] skill.
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*'''[[Formless]]:''' Poltergeists may equip any combination of six items of auxiliary armour ([[hat]]s, [[helmet]]s, [[gloves]], [[boots]], [[cloak]]s, and [[scarf|scarves]]). They cannot wear body armour, and cannot train the [[Armour]] skill.
*'''[[Trickster]]: Poltergeists gain 1 AC for every nearby monster with a debuff (not including poison).
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*'''[[Trickster]]''': Poltergeists gain <code>3 + XL / 6</code> AC when an nearby monster is debuffed (not counting poison or constriction), then 1 AC for every following monster, capped at <code>6 + XL * 4/5</code>. (Past +15 AC, the chance to get +1 AC is 50%).
  
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
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Poltergeists have a base [[Strength]] of 4, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
*'''Warriors:''' [[Gladiator]], [[Brigand]]
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*'''Zealots:''' [[Chaos Knight]]
*'''Warrior-mages:''' [[Enchanter]]
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*'''Warrior-mages:''' [[Enchanter]], [[Hexslinger]]
 
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]], [[Alchemist]]
 
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]], [[Alchemist]]
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Poltergeists are forbidden from becoming [[Shapeshifter]]s.
  
 
==Level Bonuses==
 
==Level Bonuses==
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*10% less [[hit points]] than average.
 
*10% less [[hit points]] than average.
 
*+4 [[willpower]] per level.
 
*+4 [[willpower]] per level.
*At XL 13, they gain the second rank of the '''[[Formless]]''' mutation, which grants them the '''Cacophony''' ability to animate their equipped auxiliary armour into '''haunted armour''' allies (one for each piece of auxiliary armour). These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. The ability has an experience-based cooldown.
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*At XL 13, they gain the second rank of the '''[[Formless]]''' mutation, which grants them the '''Cacophony''' ability to animate their equipped auxiliary armour into '''haunted armour''' allies (one for each piece of auxiliary armour). These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
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==Difficulty of Play==
 
==Difficulty of Play==
 
{{Hard}}
 
{{Hard}}
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While poltergeists have a large amount of built-in resistances and immunities, their inability to wear body armour makes their AC fairly bad early on, and even when their slots are filled they will still lag behind other species without finding large amounts of [[scroll of enchant armour|enchant armour scrolls]] for each of their pieces of armour. As such, they tend to need to lean heavily into inflicting debuffs to get AC from their [[Trickster]] passive:
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*Caster backgrounds can apply a variety of debuffs, especially if avoiding their rough -3 [[Conjurations]] apt. Their superlative [[Hexes]] aptitude makes [[Enchanter]]s rather straightforward, though they still have good +1 apts for [[Necromancy]] and [[Alchemy]] that can both debuff and either provide allies or deal direct damage.
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**As with other Hexes users, their spellpower will fall off eventually versus many lategame enemies' [[Willpower]] without an [[guile|orb of guile]], and infinite-Willpower enemies present threats regardless. Branching out between spell schools is still quite cheap due to how little experience the +4 Hexes aptitude needs.
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*Weapons of [[Draining_(brand)|draining]] and [[chaos]] are much stronger for them than other species. The former combines extra damage with gaining AC and lowering monster accuracy / Willpower, while the latter has over a 15% chance to apply a debuff against living enemies and can set up a large number of potent [[stab]]s (even if it comes with its own risks of applying [[Haste]], [[Might]], or [[Frenzy]]).
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*Among other items, [[wand]]s can still do significant damage and inflict debuffs despite their reasonable -1 [[Evocations]] aptitude (especially in games with early wands of [[wand of acid|acid]] or [[wand of light|light]], and while their base Strength and Strength gain are both quite weak, their +2 Throwing apt can still be put to good use with non-poisoned [[dart]]s.
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*[[God|God choice]] can help out significantly when early item luck runs dry.
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**Some gods innately provide constant debuff effects. [[Hepliaklqana]]'s hexer ancestor choice will constantly give their worshippers AC with both attacks and spells. [[Uskayaw]] allows repeated confusion with Line Pass and eventually provides a regular burst of both offense and defense each fight between Solo Time and Pain Bond. [[Ru]]'s retaliatory aura and Apocalypse effects can apply irresistible devastating effects, though the sacrifices can be extra burdensome for weaker poltergeist starts.
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**In less direct assistance, [[Sif Muna]] can sometimes help with finding debuff spells, [[Kikubaaqudgha]] helps with Necromancy debuffs and ally spells while also providing the devastating Sign of Ruin, [[Dithmenos]]'s shadow mimic can spread many debuffs to amplify one's starting spells, and three out of four of [[Makhleb]]'s flavours of freely-usable Destruction have a 50% chance to inflict a debuff.
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**[[Xom]] always presents some degree of risk, but can regularly defeat monsters for free, spreads around a variety of debuffs even when attempting to endanger worshippers, and can guarantee some strong chaos weapons in the unique bazaar.
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**[[Gozag]]'s gold distraction aura '''does not''' count as a debuff, and is thus worse off for Poltergeists than most other species.
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The unlucky XL 13 grants poltergeists a strong (if infrequently-available) ability in Cacophony, which immediately surrounds them in allies that can inflict debuffs. This can help substantially with covering an escape to a staircase or to overwhelm individual foes, but should be used with a fair bit of caution on unknown floors or floors with known vaults due to being extremely loud for the entire duration.
  
 
{{species_aptitudes|Poltergeist}}
 
{{species_aptitudes|Poltergeist}}
  
 
==History==
 
==History==
*Will be added in [[0.33]].
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{{CBA|0.33|Poltergeists will be added as a replacement for [[Vampire]]s.}}
  
 
{{species}}
 
{{species}}

Latest revision as of 20:05, 22 February 2025

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
This page is a stub. You could probably expand this page should you wish to do so.
Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.

Their superlative aptitude for both stealth and hexes make them powerful enchanters, and they are adequate at most other forms of magic, though they struggle with conjurations. They are adept with short blades, if a little below average with heavier weapons, and their lack of a physical body makes them terrible at unarmed combat. The same power they used to possess objects makes them natural experts at throwing.

Finally, their nature as spirits of bad luck also grants them temporary AC whenever they inflict maladies upon their enemies.

Poltergeists are an insubstantial undead species with interchangeable auxiliary armour.

Innate Abilities

Poltergeists have a base Strength of 4, Intelligence of 10 and Dexterity of 9 (before Background modifiers) and have normal base magic points.

Preferred Backgrounds

Poltergeists are forbidden from becoming Shapeshifters.

Level Bonuses

  • +1 dexterity or intelligence every 5th level.
  • 10% less hit points than average.
  • +4 willpower per level.
  • At XL 13, they gain the second rank of the Formless mutation, which grants them the Cacophony ability to animate their equipped auxiliary armour into haunted armour allies (one for each piece of auxiliary armour). These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration.

Starting Skills and Equipment

Poltergeists start with all the skills and equipment listed for their background, with the following exception:

  • Body armour is replaced with a cloak.

Difficulty of Play

SimpleIntermediateAdvanced

While poltergeists have a large amount of built-in resistances and immunities, their inability to wear body armour makes their AC fairly bad early on, and even when their slots are filled they will still lag behind other species without finding large amounts of enchant armour scrolls for each of their pieces of armour. As such, they tend to need to lean heavily into inflicting debuffs to get AC from their Trickster passive:

  • Caster backgrounds can apply a variety of debuffs, especially if avoiding their rough -3 Conjurations apt. Their superlative Hexes aptitude makes Enchanters rather straightforward, though they still have good +1 apts for Necromancy and Alchemy that can both debuff and either provide allies or deal direct damage.
    • As with other Hexes users, their spellpower will fall off eventually versus many lategame enemies' Willpower without an orb of guile, and infinite-Willpower enemies present threats regardless. Branching out between spell schools is still quite cheap due to how little experience the +4 Hexes aptitude needs.
  • Weapons of draining and chaos are much stronger for them than other species. The former combines extra damage with gaining AC and lowering monster accuracy / Willpower, while the latter has over a 15% chance to apply a debuff against living enemies and can set up a large number of potent stabs (even if it comes with its own risks of applying Haste, Might, or Frenzy).
  • Among other items, wands can still do significant damage and inflict debuffs despite their reasonable -1 Evocations aptitude (especially in games with early wands of acid or light, and while their base Strength and Strength gain are both quite weak, their +2 Throwing apt can still be put to good use with non-poisoned darts.
  • God choice can help out significantly when early item luck runs dry.
    • Some gods innately provide constant debuff effects. Hepliaklqana's hexer ancestor choice will constantly give their worshippers AC with both attacks and spells. Uskayaw allows repeated confusion with Line Pass and eventually provides a regular burst of both offense and defense each fight between Solo Time and Pain Bond. Ru's retaliatory aura and Apocalypse effects can apply irresistible devastating effects, though the sacrifices can be extra burdensome for weaker poltergeist starts.
    • In less direct assistance, Sif Muna can sometimes help with finding debuff spells, Kikubaaqudgha helps with Necromancy debuffs and ally spells while also providing the devastating Sign of Ruin, Dithmenos's shadow mimic can spread many debuffs to amplify one's starting spells, and three out of four of Makhleb's flavours of freely-usable Destruction have a 50% chance to inflict a debuff.
    • Xom always presents some degree of risk, but can regularly defeat monsters for free, spreads around a variety of debuffs even when attempting to endanger worshippers, and can guarantee some strong chaos weapons in the unique bazaar.
    • Gozag's gold distraction aura does not count as a debuff, and is thus worse off for Poltergeists than most other species.

The unlucky XL 13 grants poltergeists a strong (if infrequently-available) ability in Cacophony, which immediately surrounds them in allies that can inflict debuffs. This can help substantially with covering an escape to a staircase or to overwhelm individual foes, but should be used with a fair bit of caution on unknown floors or floors with known vaults due to being extremely loud for the entire duration.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour N/A Spellcasting -1
Dodging 1
Maces & Flails -2 Shields -1 Conjurations -3
Axes -1 Stealth 5 Hexes 4
Polearms -1 Summonings 0
Staves -2 Invocations -1 Necromancy 1
Unarmed Combat -3 Evocations -1 Translocations 0
Throwing 2 Shapeshifting N/A Alchemy 1
Fire Magic -1
Short Blades 1 Ice Magic 1
Long Blades 0 Air Magic 1
Ranged Weapons -2 Experience -1 Earth Magic -1

History

  • In 0.33, Poltergeists will be added as a replacement for Vampires.
Species
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Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy