Difference between revisions of "Formicid"
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==Innate Abilities== | ==Innate Abilities== | ||
*Exoskeleton: +1 [[AC]], +5 [[HP]] | *Exoskeleton: +1 [[AC]], +5 [[HP]] | ||
− | *[[Good mutations#Antennae | + | *[[Good mutations#Antennae|Antennae 3]] |
*Treat most melee and ranged weapons as one-handed, can wield [[giant club]]s and [[giant spiked club]]s with two-hands. | *Treat most melee and ranged weapons as one-handed, can wield [[giant club]]s and [[giant spiked club]]s with two-hands. | ||
*Can throw [[large rock]]s | *Can throw [[large rock]]s |
Revision as of 04:47, 10 November 2013
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.
This page covers the player species. For the monster, see Formicid (monster).
Formicids are an ant-like, six-limbed species capable of inhuman feats of strength. They are preternaturally stable, resisting all blink and teleportation effects. Their hard exoskeleton makes them resilient early on, but as they rise in level, their insectoid biology gives them fewer HP than other species. However, they level faster than any other species, even faster than humans.
Contents
Innate Abilities
- Exoskeleton: +1 AC, +5 HP
- Antennae 3
- Treat most melee and ranged weapons as one-handed, can wield giant clubs and giant spiked clubs with two-hands.
- Can throw large rocks
- Can dig as an innate ability
- Can shaft self as an innate ability
- Permanent stasis
- Vulnerability to poison. Unlike Spider Form, they can make up for it with 2 sources of poison resistance.
Preferred Backgrounds
- Warriors: Fighter, Monk, Hunter
- Zealots: Abyssal Knight, Death Knight, Healer
- Warrior-mages: Transmuter, Arcane Marksman, Enchanter
- Mages: Earth Elementalist, Venom Mage
- Adventurers: Artificer
Level Bonuses
- +1 strength every 4th level.
- 20% less HP than average.
- Average MP.
- +4 magic resistance per level.
Starting Skills and Equipment
Formicids receive the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 1 | Armour | 1 | Spellcasting | 0 |
Dodging | -1 | ||||
Maces & Flails | 0 | Shields | 3 | Conjurations | -1 |
Axes | 0 | Stealth | 3 | Hexes | 2 |
Polearms | 0 | Summonings | 0 | ||
Staves | 0 | Invocations | 2 | Necromancy | 0 |
Unarmed Combat | 0 | Evocations | 1 | Translocations | 2 |
Throwing | 0 | Shapeshifting | 0 | Alchemy | 3 |
Fire Magic | 0 | ||||
Short Blades | 0 | Ice Magic | 0 | ||
Long Blades | 0 | Air Magic | -2 | ||
Ranged Weapons | 0 | Experience | 1 | Earth Magic | 2 |
Strategy
???
History
Formicids will be added in 0.14.
During much of their development, formicids were known as dwants (or dwarf-ants).