Difference between revisions of "Felid"
(→Addenda: change to Trivia) |
(add a Strategy section) |
||
Line 53: | Line 53: | ||
{{species_aptitudes|Felid}} | {{species_aptitudes|Felid}} | ||
+ | |||
+ | ==Strategy== | ||
+ | Felids' legendary fragility can be devastating, but certain backgrounds will help prevent early deaths: | ||
+ | *[[Summoner]]s: Having allies do most of the fighting helps a lot, allowing Felids to avoid otherwise lethal melee enemy encounters. Blocking projectiles from centaurs and orc wizards also helps. Four reliable Summonings spells have Hexes or Translocations as their secondary school, which Felids excel at. | ||
+ | *[[Ice Elementalist]]s: Ozucobu's Armour will partially negate a Felid's extremely low AC, and Hailstorm particularly benefits from bonus movement speed, letting Felids kite enemies that have reached them in melee back into the spell's area of effect. | ||
+ | *[[Conjurer]s: Fulminant Prism benefits greatly from extra movement speed, allowing an extra step from the caster before it explodes, and Iskenderun's Mystic Blast may push away enemies with potentially lethal melee attacks. Both of those spells have Hexes or Translocations as their secondary school, which Felids excel at. | ||
+ | *[[Delver]]s: Felids have innate stealth and stabbing capabilities, and their extra speed will let their ascent back to D:1 be much less risky than other Delvers. A few stabs on dangerous monsters on the way will give an experience headstart once D:1 has been reached. | ||
+ | |||
+ | As for religion choice, Felids should take advantage of gods that synergize well with their lack of equipment and/or very small maximum HP: | ||
+ | *[[Gozag]]: Healing effects from Potion Petition are even more impressive with lower maximum HP, and Call Merchant will never suggest Armour or Weapon shops, letting Felids quickly gear up with spells, consumables and jewellery. | ||
+ | *[[Jiyva]]: The main downside of this god is mostly negated on Felids, as they would have been unable to use most of the devoured items anyways. Regeneration is particularly noticeable and powerful with lower maximum HP, and as the jelly-spawning passive is reliant on getting hit for significant portions of one's maximum HP, a lot of high-end oozes will be generated for emergency support. | ||
+ | *[[Hepliaklqana]]: Provides a permanent ally, which will assist in dispatching dangerous foes that may otherwise inflict severe damage on a Felid's health bar. The ancestor's support will be welcome while the Felid can stack extra lives and skill levels for the mid and late game. | ||
+ | |||
+ | [[Cheibriados]] is considerably more dangerous, since they remove one of Felids' primary advantages. | ||
+ | |||
+ | All Felids capable of casting spells should be interested in learning [[Transmutations]] magic, as the higher-level Form spells this school offers can grant the bonus HP, AC and branded attacks that Felids lack. | ||
==Trivia== | ==Trivia== |
Revision as of 01:33, 25 July 2022
- This page is about the player species. For the monster, see Felid (monster).
Felids are a breed of cats that have been granted sentience. Originally they were witches' familiars that were magically augmented to provide help for their masters' rituals, yet many have abandoned, outlived, or, in at least one case, eviscerated their former masters and gone out into the world.
While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inability to use armour or weapons. Their agility and stealth are legendary, as is their ability to get to hard to reach places. They move faster than most races, but don't run as fast as Centaurs or Spriggans. Felids advance in levels very slowly. They are skilled with many forms of magic, though less so with raw elemental magic. Felids gain extra lives as they increase in levels. Upon death, they will be resurrected in a safe place, losing an experience level in the process. |
Contents
Innate Abilities
- As small quadrupeds, felids cannot wear any form of armour or cast Animate Armour (though they may still wear jewellery).
- Felids lack opposable thumbs and cannot wield weapons, throw items, or evoke magical staves, nor can they memorize any spells that require wielding a weapon (Excruciating Wounds or Portal Projectile).
- Felids may, however, drink potions, read scrolls, or evoke wands and evocable items like a phial of floods.
- Felids have paw-claws, which is equivalent to Claws 1.
- Felid claws are more effective at stabbing helpless foes than standard unarmed attacks (on the same level as Short Blades).
- Fangs 3: Felids have an auxiliary bite attack in melee.
- Acute Vision: Felids can see invisible.
- Fast 1: Felids move quickly.
- Shaggy Fur 1: Felids have +1 AC.
- Felids are little and have larger bonuses than usual to evasion.
Felids have a base Strength of 4, Intelligence of 9 and Dexterity of 11 (before Background modifiers). They have +1 to base magic points.
Preferred Backgrounds
- Zealots: Berserker
- Warrior-mages: Enchanter, Transmuter
- Mages: Conjurer, Summoner, Ice Elementalist, Air Elementalist, Venom Mage.
Due to their inability to use most items, Felids are prohibited from becoming Gladiators, Hunters, Brigands, and Arcane Marksmen. (Without weapons or armour, most of those are indistinguishable from Monks, so use that instead.)
Level Bonuses
- +1 intelligence or dexterity (equal chance) every 5th level.
- 40% less HP than average.
- +6 willpower per level.
- Your fur grows thicker at level 6 (+2 AC) and thicker still at level 12 (+3 AC, rC+).
- Every three levels, you gain an extra life:
- When you lose a life, your stats, HP, and MP are completely restored. Any disease, maximum HP drain, or magic contamination is removed. You are randomly teleported away from the location of your death (usually to a safe area) and you retain all of your previous inventory items. You lose an entire experience level, but retain your skills progress.
- You may have at most two extra lives at a time. If you miss gaining an extra life because you already had two, you will gain that life the next time you gain a level with fewer than 2 lives (but you may gain at most one life per level).
- You may check how many extra lives you have and how many times you have died on the % screen, just below "Spells".
- If you have less than two lives, pressing E shows how much XP is required for an extra life.
- You continue gaining extra lives past level 27, at XP totals following the same quadratic progression as levels 14 through 27.
Starting Skills and Equipment
Felids receive the skills and equipment listed for their background, with these exceptions:
- Felids receive no armour or weapons
- Any background that starts with a weapon skill gives them Unarmed Combat instead
- Any Armour skill is replaced with Dodging
Difficulty of Play
Simple • Intermediate • Advanced |
Though the Felid inability to use weapons and armour does mean that the game becomes simpler and more straightforward (which newer players may find attractive), this simplicity is achieved by the removal of many options and useful tools. Felids' greater speed and multiple lives may appear to be strong defensive characteristics; in practice, however, their -40% health penalty makes them very prone to death in the first place, and the loss of a character level upon re-spawning means they will have even fewer max hitpoints than before they died.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 0 | Armour | N/A | Spellcasting | -1 |
Dodging | 3 | ||||
Maces & Flails | N/A | Shields | N/A | Conjurations | -1 |
Axes | N/A | Stealth | 4 | Hexes | 4 |
Polearms | N/A | Summonings | 0 | ||
Staves | N/A | Invocations | 0 | Necromancy | 0 |
Unarmed Combat | 0 | Evocations | 1 | Translocations | 4 |
Throwing | N/A | Shapeshifting | -2 | Alchemy | -1 |
Fire Magic | -1 | ||||
Short Blades | N/A | Ice Magic | -1 | ||
Long Blades | N/A | Air Magic | -1 | ||
Ranged Weapons | N/A | Experience | -1 | Earth Magic | -1 |
Strategy
Felids' legendary fragility can be devastating, but certain backgrounds will help prevent early deaths:
- Summoners: Having allies do most of the fighting helps a lot, allowing Felids to avoid otherwise lethal melee enemy encounters. Blocking projectiles from centaurs and orc wizards also helps. Four reliable Summonings spells have Hexes or Translocations as their secondary school, which Felids excel at.
- Ice Elementalists: Ozucobu's Armour will partially negate a Felid's extremely low AC, and Hailstorm particularly benefits from bonus movement speed, letting Felids kite enemies that have reached them in melee back into the spell's area of effect.
- [[Conjurer]s: Fulminant Prism benefits greatly from extra movement speed, allowing an extra step from the caster before it explodes, and Iskenderun's Mystic Blast may push away enemies with potentially lethal melee attacks. Both of those spells have Hexes or Translocations as their secondary school, which Felids excel at.
- Delvers: Felids have innate stealth and stabbing capabilities, and their extra speed will let their ascent back to D:1 be much less risky than other Delvers. A few stabs on dangerous monsters on the way will give an experience headstart once D:1 has been reached.
As for religion choice, Felids should take advantage of gods that synergize well with their lack of equipment and/or very small maximum HP:
- Gozag: Healing effects from Potion Petition are even more impressive with lower maximum HP, and Call Merchant will never suggest Armour or Weapon shops, letting Felids quickly gear up with spells, consumables and jewellery.
- Jiyva: The main downside of this god is mostly negated on Felids, as they would have been unable to use most of the devoured items anyways. Regeneration is particularly noticeable and powerful with lower maximum HP, and as the jelly-spawning passive is reliant on getting hit for significant portions of one's maximum HP, a lot of high-end oozes will be generated for emergency support.
- Hepliaklqana: Provides a permanent ally, which will assist in dispatching dangerous foes that may otherwise inflict severe damage on a Felid's health bar. The ancestor's support will be welcome while the Felid can stack extra lives and skill levels for the mid and late game.
Cheibriados is considerably more dangerous, since they remove one of Felids' primary advantages.
All Felids capable of casting spells should be interested in learning Transmutations magic, as the higher-level Form spells this school offers can grant the bonus HP, AC and branded attacks that Felids lack.
Trivia
- After a death, should you venture to the location of your demise, you will find a felid corpse labeled "felid corpse of (player name)." If you were under the effects of Spider Form or the like when you died, your corpse will even reflect this. You may even use your own corpse to cast Necromancy spells, if you wish.
- As they can't use them, Felids will never receive gifts from Okawaru or Trog. In a related vein, troves will never ask for a weapon or a piece of armour.
History
- Prior to 0.27, Felid had a +20 innate bonus to stealth. Using Blade Hands would, instead, lower stealth by 50.
- Prior to the removal of the hunger system in 0.26, felids were Carnivorous and had a Slow Metabolism.
- Felid jump attacks were removed in 0.16.
- Prior to 0.14, felids could not jump or evoke wands.
- Felids were added in 0.8.
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |