Difference between revisions of "Draconian"

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''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''
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{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.
  
'''Draconians''' are [[human]]-[[dragon (monster)|dragon]] hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.
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Most types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.}}
  
Some types of draconians have [[breath weapon]]s or special [[resistance]]s. Draconians advance very slowly in level, but are reasonably good at all [[skill]]s except [[armour]] (much of which they cannot wear) and missile weapons. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player.
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==Innate Abilities==
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*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s or any form of [[body armour]]. They can't cast [[Animate Armour]].
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*'''Tail Slap''': Draconians have an [[auxiliary attack|auxiliary tail-slap attack]] (damage = 6; chance = <code>50% * (30 + XL)/59</code>).
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*'''Scales''': Draconians start with +4 [[AC]], and gain an additional +1 AC every 3rd level.
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*'''[[Cold-blooded]]''': Draconians are [[slow]]ed by certain [[cold]]-based attacks. [[Cold resistance]] negates this.
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*While in [[Dragon Form]], Draconians retain their scale bonus (with a -6 AC penalty), colour, and [[breath weapon]].
  
==Preferred Classes==
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Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).
Draconians prefer to become [[Monk]]s, [[Berserker]]s, [[Abyssal Knight]]s, [[Death Knight]]s, [[Healer]]s, [[Skald]]s, [[Transmuter]]s, [[Wizard]]s, [[Conjurer]]s, [[Summoner]]s, [[Necromancer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, [[Air Elementalist]]s, [[Earth Elementalist]]s, [[Venom Mage]]s, and [[Artificer]]s.
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==Preferred Backgrounds==
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*'''Zealots:'''  [[Berserker]]
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*'''Adventurers:''' [[Shapeshifter]]
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*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Alchemist]]
  
 
==Level Bonuses==
 
==Level Bonuses==
A draconian gets a [[Auxiliary attack|tailslap auxiliary attack]] in addition to all other attacks. A draconian attains its mature color at Level 7 (changing aptitudes and intrinsics) and some colors get another bonus at Level 14.
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*Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.
*Draconians gain a random stat increase every 4 levels.
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*+1 to a random [[stat]] every 4th level.
*Draconians have 10% more HP than average.
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*10% more [[HP]] than average.
*Draconians have average MP.
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*Average [[MP]].
*Draconians gain 3 magic resistance per level (6 per level for Purple Draconians).
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*+3 [[willpower]] per level.
*Draconian scales become tougher (+1 AC) every 3 Levels.
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*+1 AC every 3rd level as scales continue to harden.
  
==Weirdness & Mutations==
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==Difficulty of Play==
*Your protective scales prevent you from wearing any [[body armour]] or [[helmet]]s.
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{{Easy}}
*Your scales are tough (AC+4). (As the draconian levels up this will go up to AC+13.)
 
*Controlled Flight intrinsic. For example, when quaffing a [[potion of levitation]], you will get the "Fly" status rather than "Lev".
 
*The spell [[Dragon Form]] is easier and a bit different for all draconians. To them it is not a [[Transmutations]]/[[Fire magic]] spell, but only a Transmutations spell making it easier to be cast. Also the spell will turn them into a dragon corresponding to their own type (red ones become [[dragon]]s, white ones become [[ice dragon]]s, etc.).
 
  
===Trivial Weirdness===
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With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear [[body armour]], their scales provide AC without the usual [[armour encumbrance]]. Because of this, Draconians make good spellcasters and [[Ranged Weapons|ranged fighters]]. Otherwise, their aptitudes are average or higher across the board, so they can do well in most roles.
A player ghost of a level 7+ draconian has the ability to breathe a bolt of [[draining]].
 
  
==Difficulty of Play==
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Draconians get [[Draconian breath attacks|breath attacks]] at level 7, which are powerful but limited ranged options that recharge with XP. Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
{{Moderate}}
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{{species_aptitudes|Draconian}}
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==Colors==
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Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a [[Draconian breath attacks|breath attack]], resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.
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===Red===
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{{flavour|Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.}}
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*Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]
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*Resists: rF+
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*Breath: A bolt of flame that creates a 3x3 explosion on each enemy it hits.
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===White===
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{{flavour|White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.}}
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*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]
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*Resists: rC+ (negates effects of being cold-blooded)
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*Breath: A bolt of frost that turns enemies it kills into blocks of ice.
  
Draconians are a difficult race to play because of their slow leveling, average aptitudes, low overall attributes (especially Dexterity), lack of specialization, and the randomness of the adult form. Breath attacks also quickly become obsolete in power. However, they do make excellent transmuters and flexible spellcasters, enjoying high HP pools, ability to make use of any weapons they come across, and good AC for a race that lacks body armour and thus [[GDR]]. Also, since their equipment use is limited, scrolls of acquirement are somewhat more likely to give you what you want (in terms of armour, anyway).
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===Green===
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{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}
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*Skills: +2 [[Alchemy]]
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*Resists: rPois
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*Breath: A bolt of noxious fumes that leaves behind [[Mephitic Cloud]]s on the affected tiles.
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*Melee: Gains a [[venom]]ous [[good_mutations#Stinger|stinger]] at level 14.
  
{{aptitudes
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===Yellow===
|arm = -4
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{{flavour|Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.}}
|ddg = -1
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*Resists: rCorr
|sth = -1
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*Breath: A corrosive [[acid]]ic bolt that corrodes enemies and creates acidic fog clouds on unoccupied tiles.
|stb = 0
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*Melee: Gains [[Jiyva_mutations#Acidic_Bite|acidic saliva]] at level 14.
|shd = 0
 
|t&d = 0
 
|inv = 0
 
|evo = 0
 
|exp = 140
 
|fgt = +1
 
|sbl = 0
 
|lbl = 0
 
|axs = 0
 
|m&f = 0
 
|pla = 0
 
|stv = 0
 
|u_c = 0
 
|thr = -1
 
|slg = -1
 
|bws = -1
 
|crb = -1
 
|spc = 0
 
|coj = 0
 
|hex = -1
 
|cha = -1
 
|sum = 0
 
|nec = 0
 
|trl = 0
 
|trm = 0
 
|fir = 0
 
|ice = 0
 
|air = 0
 
|ear = 0
 
|poi = 0
 
}}
 
  
==Flavors==
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===Grey===
*'''Red'''
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{{flavour|Grey Draconians have no breath weapon, but their bodies are adapted to the water, allowing them to swim. They are proficient with earth magic but bad with air magic, and they also have harder scales than other Draconians.}}
**Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]
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*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]
**Resists: rF+
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*Resists: Gain +5 to AC at level 14.
**Breath: A bolt of flame, which leaves a cloud of flame in its trail. (Can be aimed at the ground with [.])
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*Breath: A ball of mud that knocks back whatever it hits and drenches a 3x3 area in mud which impedes enemy movement and causes them to sometimes fumble their attacks.
*'''White'''
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*Movement: [[Amphibious]] (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)
**Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]
 
**Resists: rC+
 
**Breath: A bolt of frost, which ignores AC and knocks back flying monsters.
 
*'''Green'''
 
**Skills: +2 [[Poison Magic]]
 
**Resists: rPois
 
**Breath: A bolt of noxious fumes, that leaves behind [[Mephitic Cloud]]s on the affected tiles.
 
**Melee: Gains a [[venom]]ous [[draconian mutations|stinger]] at level 14.
 
*'''Yellow'''
 
**Resists: rAcid (but not rCorr!)
 
**Breath: Acidic glob that corrodes equipment and can cause bleeding.
 
**Melee: Gains an [[good mutations|acidic bite]] at level 14.
 
*'''Grey'''
 
**Skills: +2 [[Earth Magic]], -2 [[Air Magic]]
 
**Resists: Immediate +5 to AC; does not need to breathe, and is thus immune to drowning and noxious fumes.
 
**Movement: Amphibious (Can enter deep water, but will incur the penalties from shallow water.)
 
*'''Black'''
 
**Skills: +2 [[Air Magic]], -2 [[Earth Magic]]
 
**Resists: rElec
 
**Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable)
 
**Movement: Gains large wings at level 14. (Which can be used to fly.)
 
*'''Purple'''
 
**Skills: +2 [[Spellcasting]], +1 [[Hexes]], +1 [[Charms]], +1 [[Evocations]]
 
**Breath: A bolt of power, which deals irresistible damage and removes buffs (ex. [[Haste]], [[Invisibility]])
 
*'''Mottled'''
 
**Skills: +1 Fire Magic
 
**Resists: [[Sticky Flame]]
 
**Breath: Sticky Flame against an adjacent monster (though it may splash onto more than one target)
 
*'''Pale'''
 
**Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations
 
**Resists: rSteam
 
**Breath: Steam clouds, which do little damage but block [[LOS]]
 
  
Draconians start at an immature brown with none of the abilities above, and reach their mature color at Level 7. The change in aptitudes will retroactively change the skill levels as if they always had their new level.
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===Black===
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{{flavour|Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.}}
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*Skills: +2 [[Air Magic]], -2 [[Earth Magic]]
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*Resists: rElec
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*Breath: A lightning projectile that arcs to every creature connected to the target.
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*Movement: Gains [[good mutations#Big Wings|big wings]] at level 14.
  
==History==
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===Purple===
Prior to [[0.7]], gray draconians got better stats to make up for their lack of a breath attack.
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{{flavour|Purple Draconians are highly adapted to all spellcasting in general, and to hexes in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments, and are naturally stronger-willed than other draconians.}}
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*Skills: +2 [[Spellcasting]] (to +1), +2 [[Hexes]] (to +1), +1 [[Evocations]]
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*Resists: Immediate +40 [[willpower]]. Gain Inviolate Magic at level 14 (immune to [[dispel]]ling; hostile MP drain is reduced by 2/3).
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*Breath: A projectile that explodes in a 5x5 area, dealing irresistible damage, applying [[antimagic]], and removing buffs (e.g., [[Haste]], [[Invisibility]]).
  
Prior to [[0.11]], gray draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC.
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===Pale===
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{{flavour|Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.}}
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*Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations
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*Resists: rSteam
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*Breath: Steam clouds that block [[LOS]] and deal damage to creatures without [[fire resistance]].
  
In [[0.12]], all draconians that will be considered [[cold-blooded]], causing them to [[slow]] if they are hit by [[freezing]]-branded melee weapons or certain [[Ice Magic]] spells. Any ranks of cold resistance will protect them from this.
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==History==
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*Draconian breath attacks were reworked in [[0.32]]. For how they worked prior to this version, see [http://crawl.chaosforge.org/index.php?title=Draconian_breath_attacks&oldid=79590 here]. In addition:
 +
**Grey draconians gained +5 AC at XL 7 instead of XL 14.
 +
**Purple draconians gained +6 willpower per level instead of +3. However, they did not gain a flat +40 willpower, nor did they get Inviolate Magic.
 +
*Prior to [[0.30]], pale Draconian's breath had a cooldown twice as short.
 +
*Prior to [[0.27]], Draconians did not have innate [[GDR]], as it was tied to a player's body armour. Also, grey Draconians were [[unbreathing]] instead of [[amphibious]], which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back [[flying]] opponents.
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*Prior to the [[Charms]] school's removal in [[0.26]], purple Draconians were particularly skilled with Charms compared to other draconians.
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*Prior to [[0.20]], players could also become mottled Draconians, which could breathe [[Sticky Flame]]s and learned  Fire Magic slightly quicker. Additionally, all mature draconian [[player ghost]]s had a negative energy breath weapon, making them even more dangerous opponents.
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*As of [[0.12]], all Draconians are considered [[cold-blooded]].
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*Prior to [[0.11]], grey Draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).
 +
*Prior to [[0.10]], Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.
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*Prior to [[0.7]], grey Draconians got better stats to make up for their lack of a breath attack.
  
[[Category:Species]] [[Category:Crystal Ball Articles]]
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{{species}}

Latest revision as of 22:13, 8 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

This article covers the player species. For the monster, see Draconian (monster). For a list of all monstrous draconians, see List of draconians.

Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.

Most types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.

Innate Abilities

Draconians have a base Strength of 10, Intelligence of 8 and Dexterity of 6 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

  • Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.
  • +1 to a random stat every 4th level.
  • 10% more HP than average.
  • Average MP.
  • +3 willpower per level.
  • +1 AC every 3rd level as scales continue to harden.

Difficulty of Play

SimpleIntermediateAdvanced

With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear body armour, their scales provide AC without the usual armour encumbrance. Because of this, Draconians make good spellcasters and ranged fighters. Otherwise, their aptitudes are average or higher across the board, so they can do well in most roles.

Draconians get breath attacks at level 7, which are powerful but limited ranged options that recharge with XP. Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.

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 0 Shields 0 Conjurations 0
Axes 0 Stealth 0 Hexes -1
Polearms 0 Summonings 0
Staves 0 Invocations 1 Necromancy 0
Unarmed Combat 0 Evocations 0 Translocations 0
Throwing -1 Shapeshifting -1 Alchemy 0
Fire Magic 0
Short Blades 0 Ice Magic 0
Long Blades 0 Air Magic 0
Ranged Weapons -1 Experience -1 Earth Magic 0

Colors

Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a breath attack, resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.

Red

Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.
  • Skills: +2 Fire Magic, -2 Ice Magic
  • Resists: rF+
  • Breath: A bolt of flame that creates a 3x3 explosion on each enemy it hits.

White

White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.
  • Skills: +2 Ice Magic, -2 Fire Magic
  • Resists: rC+ (negates effects of being cold-blooded)
  • Breath: A bolt of frost that turns enemies it kills into blocks of ice.

Green

Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.

Yellow

Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.
  • Resists: rCorr
  • Breath: A corrosive acidic bolt that corrodes enemies and creates acidic fog clouds on unoccupied tiles.
  • Melee: Gains acidic saliva at level 14.

Grey

Grey Draconians have no breath weapon, but their bodies are adapted to the water, allowing them to swim. They are proficient with earth magic but bad with air magic, and they also have harder scales than other Draconians.
  • Skills: +2 Earth Magic, -2 Air Magic
  • Resists: Gain +5 to AC at level 14.
  • Breath: A ball of mud that knocks back whatever it hits and drenches a 3x3 area in mud which impedes enemy movement and causes them to sometimes fumble their attacks.
  • Movement: Amphibious (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)

Black

Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.
  • Skills: +2 Air Magic, -2 Earth Magic
  • Resists: rElec
  • Breath: A lightning projectile that arcs to every creature connected to the target.
  • Movement: Gains big wings at level 14.

Purple

Purple Draconians are highly adapted to all spellcasting in general, and to hexes in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments, and are naturally stronger-willed than other draconians.

Pale

Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.
  • Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations
  • Resists: rSteam
  • Breath: Steam clouds that block LOS and deal damage to creatures without fire resistance.

History

  • Draconian breath attacks were reworked in 0.32. For how they worked prior to this version, see here. In addition:
    • Grey draconians gained +5 AC at XL 7 instead of XL 14.
    • Purple draconians gained +6 willpower per level instead of +3. However, they did not gain a flat +40 willpower, nor did they get Inviolate Magic.
  • Prior to 0.30, pale Draconian's breath had a cooldown twice as short.
  • Prior to 0.27, Draconians did not have innate GDR, as it was tied to a player's body armour. Also, grey Draconians were unbreathing instead of amphibious, which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back flying opponents.
  • Prior to the Charms school's removal in 0.26, purple Draconians were particularly skilled with Charms compared to other draconians.
  • Prior to 0.20, players could also become mottled Draconians, which could breathe Sticky Flames and learned Fire Magic slightly quicker. Additionally, all mature draconian player ghosts had a negative energy breath weapon, making them even more dangerous opponents.
  • As of 0.12, all Draconians are considered cold-blooded.
  • Prior to 0.11, grey Draconians were elementally neutral, receiving bonuses to Stealth and Stabbing in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).
  • Prior to 0.10, Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.
  • Prior to 0.7, grey Draconians got better stats to make up for their lack of a breath attack.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy