Difference between revisions of "Wellspring talisman"
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'''Offensive traits''' | '''Offensive traits''' | ||
*Unarmed combat: 3 base damage (no bonus) | *Unarmed combat: 3 base damage (no bonus) | ||
| − | *All attacks gain +2 tiles of [[reaching]]. | + | *All attacks gain +2 tiles of [[reaching]]. <!-- What if monsters are in the way? --> |
**[[Auxiliary attack]]s can be used with reaching attacks. | **[[Auxiliary attack]]s can be used with reaching attacks. | ||
**Stacks with the reaching of [[polearm]]s (including [[Rift]]). Attacks made possible by the reaching of a polearm (further than 3 tiles away) will not trigger aux attacks. | **Stacks with the reaching of [[polearm]]s (including [[Rift]]). Attacks made possible by the reaching of a polearm (further than 3 tiles away) will not trigger aux attacks. | ||
**Cleaving attacks behave as normal, only hitting enemies adjacent to you. | **Cleaving attacks behave as normal, only hitting enemies adjacent to you. | ||
**Cannot get [[stab]]s with reaching hits. | **Cannot get [[stab]]s with reaching hits. | ||
| − | *'''Watery Grave:''' Active ability with XP-based cooldown. Deals drowning damage to all enemies in water within 4 tiles of the player and applies the [[waterlog]]ged status effect, if possible, then removes shallow water created by the player. Damage scales with | + | *'''Watery Grave:''' Active ability with XP-based cooldown. Deals drowning damage to all enemies in water within 4 tiles of the player and applies the [[waterlog]]ged status effect, if possible, then removes shallow water created by the player. Damage scales with Shapeshifting skill: |
**Below minimum: 4d1 damage (0 skill) - 4d15 damage (12 skill) | **Below minimum: 4d1 damage (0 skill) - 4d15 damage (12 skill) | ||
**Above minimum: 4d15 damage (12 skill) - 4d25 damage (20 skill) | **Above minimum: 4d15 damage (12 skill) - 4d25 damage (20 skill) | ||
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'''Defensive traits''' | '''Defensive traits''' | ||
*[[Amorphous]]: Cannot be [[constrict]]ed or [[held]]. | *[[Amorphous]]: Cannot be [[constrict]]ed or [[held]]. | ||
| + | *[[Amphibious]]: Can travel through water and ignore water penalties, immune to [[drowning]] damage | ||
*'''Innate EV:''' Linearly scales from the following points, rounding down: | *'''Innate EV:''' Linearly scales from the following points, rounding down: | ||
**Below minimum: +0 EV (0 skill) - +6 (12 skill) | **Below minimum: +0 EV (0 skill) - +6 (12 skill) | ||
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==Strategy== | ==Strategy== | ||
| + | This form can at least be helpful in the [[Lair]] branches. Constriction immunity is great in [[Snake]] and web immunity helps defend against [[jumping spider]]s in [[Spider]]. [[Swamp]] and [[Shoals]] are filled with water, allowing you to benefit from amphibiousness and Watery Grave. | ||
| + | |||
| + | The Watery Grave ability is akin to extra charges of a [[phial of floods]] - preventing enemy casters from using spells at all is a strong effect, although it only affects creatures in water. | ||
| + | |||
| + | The damage from steam clouds can be fully resisted by any amount of rF+, but rC+ does not protect from the Frozen status. | ||
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==History== | ==History== | ||
| − | *Wellspring talismans | + | *Wellspring talismans were added in [[0.33]]. |
{{Forms}} | {{Forms}} | ||
Latest revision as of 11:18, 23 November 2025
- This page is a stub. You could probably expand this page should you wish to do so.
| A small amphora from which pours a seemingly unending quantity of water. Transforms the user's flesh into elemental water, allowing them to move flexibly and reach to attack from a great distance. From time to time, they can even cause the water around them to rise up and drown their enemies.
The malleability of this water even allows them to retain the benefits of their physical mutations, but cold attacks can freeze it solid and fire may cause it to erupt with steam. |
A wellspring talisman is a talisman that turns your body into a wellspring of elemental water.
Useful Info
When eVoked, a wellspring talisman transforms you into Aqua Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Aqua Form has the following effects:
Offensive traits
- Unarmed combat: 3 base damage (no bonus)
- All attacks gain +2 tiles of reaching.
- Auxiliary attacks can be used with reaching attacks.
- Stacks with the reaching of polearms (including Rift). Attacks made possible by the reaching of a polearm (further than 3 tiles away) will not trigger aux attacks.
- Cleaving attacks behave as normal, only hitting enemies adjacent to you.
- Cannot get stabs with reaching hits.
- Watery Grave: Active ability with XP-based cooldown. Deals drowning damage to all enemies in water within 4 tiles of the player and applies the waterlogged status effect, if possible, then removes shallow water created by the player. Damage scales with Shapeshifting skill:
- Below minimum: 4d1 damage (0 skill) - 4d15 damage (12 skill)
- Above minimum: 4d15 damage (12 skill) - 4d25 damage (20 skill)
Defensive traits
- Amorphous: Cannot be constricted or held.
- Amphibious: Can travel through water and ignore water penalties, immune to drowning damage
- Innate EV: Linearly scales from the following points, rounding down:
- Below minimum: +0 EV (0 skill) - +6 (12 skill)
- Above minimum: +6 EV (12 skill) - +13 EV (20 skill)
- When damaged, you sometimes create temporary pools of shallow water nearby.
- Taking fire damage releases steam clouds.
- Taking cold damage applies the frozen status 50% of the time, slowing movement speed.
Restrictions
- Melded Gear: Body armor
- Suppressed mutations: Substance
Aqua Form has a minimum Shapeshifting skill of 12, below which you get an HP penalty. The maximum skill for this form is 20.
Strategy
This form can at least be helpful in the Lair branches. Constriction immunity is great in Snake and web immunity helps defend against jumping spiders in Spider. Swamp and Shoals are filled with water, allowing you to benefit from amphibiousness and Watery Grave.
The Watery Grave ability is akin to extra charges of a phial of floods - preventing enemy casters from using spells at all is a strong effect, although it only affects creatures in water.
The damage from steam clouds can be fully resisted by any amount of rF+, but rC+ does not protect from the Frozen status.
| Humanoid | Armataur | Djinni | Felid | Gargoyle | Naga | Octopode |
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History
- Wellspring talismans were added in 0.33.
| Transformations | |
|---|---|
| Talisman | Tier 1: Quill Form • Walking Scroll Form Tier 2: Maw Form • Scarab Form • Yak Form • Medusa Form Tier 3: Blade Form • Fortress Crab Form • Werewolf Form • Serpent Form • Spider Form • Aqua Form Tier 4: Dragon Form • Statue Form • Hive Form • Sphinx Form • Vampire Form (Vampire Bat Form) Tier 5: Storm Form • Death Form |
| Bauble | Flux Form |
| Bad Forms | Bat Form • Fungus Form • Pig Form • Tree Form • Wisp Form |
| Divine | Slaughter Form |