Difference between revisions of "Plutonian"
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==Preferred Backgrounds== | ==Preferred Backgrounds== | ||
*'''Warriors:''' [[Fighter]] | *'''Warriors:''' [[Fighter]] | ||
− | *'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight]] | + | *'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight (background)|Death Knight]] |
*'''Mages:''' [[Wizard]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]] | *'''Mages:''' [[Wizard]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]] | ||
Revision as of 10:07, 17 May 2016
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Plutonians are only available on an experimental server. Much like trunk content, there is a fair chance that these will never be included in a stable release of Crawl.
Radioactive humanoids that draw strength from their magical contamination. If they accumulate too much contamination, they meltdown. |
Contents
Innate Abilities
- Nuclear powered: Plutonians do not suffer from hunger, naturally suffer from magical contamination, by default hovering around grey or yellow contamination. This does not result in dangerous explosions or bad mutations, but does mean you are often backlit and cannot go invisible.
- Overload: Plutonians can choose to release magical contamination at will, releasing a powerful burst of non-elemental damage to everything within two tiles of you (yourself included). Costs 2 MP.
- Meltdown: Once you reach red contamination or worse, you are at risk of having a meltdown. This occurs in place of the normal violent release of magical contamination, and is a massive non-elemental explosion which injures everything in your line of sight. This reduces your contamination to a safe yellow level once again, but also inflicts large amounts of rot, semi-permanently reducing your max HP.
Preferred Backgrounds
- Warriors: Fighter
- Zealots: Berserker, Abyssal Knight, Death Knight
- Mages: Wizard, Fire Elementalist, Ice Elementalist, Air Elementalist, Earth Elementalist, Venom Mage
Level Bonuses
?
Starting Skill and Equipment
?
Difficulty of Play
?
Skill Aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 0 | Armour | 0 | Spellcasting | 0 |
Short Blades | 0 | Dodging | 0 | Conjurations | -1 |
Long Blades | 0 | Stealth | 0 | Hexes | -1 |
Axes | 0 | Shields | 0 | Charms | -1 |
Maces & Flails | 0 | Summonings | -1 | ||
Polearms | 0 | Necromancy | -1 | ||
Staves | 0 | Translocations | -1 | ||
Unarmed Combat | 0 | Transmutation | 0 | ||
Fire Magic | 1 | ||||
Throwing | 0 | Ice Magic | 1 | Invocations | 1 |
Slings | 0 | Air Magic | 1 | Evocations | 1 |
Bows | 0 | Earth Magic | 1 | ||
Crossbows | 0 | Poison Magic | 1 | Experience | -1 |
Strategy
Points of interest:
- No hunger system, so feel free to spam berserk, Elyvilon's pacification, and high level spells to your heart's content.
- No contamination threat: Don't worry too much about spell failure percentages. Also, no invisibility, poor stealth.
- Overload: A heavy nuke that self-harms, but blasts everything within 2 tiles. Excellent against high-EV or swarm threats in the early game, such as killer bees.
- Slow leveling, no real skill focus: Play them however you see fit, but don't diversify too much or you'll be very underpowered.