Difference between revisions of "Armataur"
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*'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s. | *'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s. | ||
*'''[[Long Tongue]]''': Potion effects are doubled: | *'''[[Long Tongue]]''': Potion effects are doubled: | ||
− | ** | + | **[[Potions of curing]] restore 10-22 HP, [[potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP, and [[potions of ambrosia]] restore 6-10 HP and MP per turn. |
− | **Potions that give you status effects have the duration of their effects doubled | + | **Potions that give you status effects have the duration of their effects doubled (except for ambrosia). |
− | ** [[Potions of experience]] grant two XP levels. [[Potions of degeneration]] temporarily reduce each stat by 2-6 points. | + | ** [[Potions of experience]] grant two XP levels. |
+ | ** [[Potions of degeneration]] temporarily reduce each stat by 2-6 points. | ||
** [[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation. | ** [[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation. | ||
+ | ** [[Potions of cancellation]] remove 2000-10000 points of [[magic contamination]]. | ||
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower. | *'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower. | ||
Revision as of 20:38, 1 November 2022
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.
The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.
Armataurs instinctively roll when moving toward foes, getting a free move. Their long, nimble tongues drink every last drop from potions, doubling their effects, but the strange syllables of magical scrolls slow them down. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on. |
Contents
Innate Abilities
- Armataurs are a hybrid species, with a humanoid torso atop a larger body.
- Deformed: Armataurs get only half of the armour's base AC.
- Armataurs cannot wear boots, but may equip bardings.
- Armataurs are large enough to attack normally while standing in shallow water (though they still move slowly through it).
- Armataurs are less encumbered by shields than medium-sized species.
- Rugged Brown Scales 3: Armataurs are covered in rugged brown scales (AC +3, +7% max HP).
- Rollpage 1: Armataurs have innate rampaging, rolling quickly as they move towards enemies.
- Armoured Tail: Armataurs have armoured tails that they may use to make especially damaging tail-slap auxiliary attacks.
- Long Tongue: Potion effects are doubled:
- Potions of curing restore 10-22 HP, potions of heal wounds and potions of magic restore 20-74 HP/MP, and potions of ambrosia restore 6-10 HP and MP per turn.
- Potions that give you status effects have the duration of their effects doubled (except for ambrosia).
- Potions of experience grant two XP levels.
- Potions of degeneration temporarily reduce each stat by 2-6 points.
- Potions of mutation remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation.
- Potions of cancellation remove 2000-10000 points of magic contamination.
- Awkward Tongue: Armataurs read scrolls 50% slower.
Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).
Preferred Backgrounds
- Warriors: Fighter
- Zealots: Berserker
- Warrior-Mages: Warper
- Mages: Hedge Wizard
Level Bonuses
- +1 strength, intelligence, or dexterity (equal chance) every 4th level.
- 10% more HP than average.
- +3 willpower per level.
Starting Skills and Equipment
Armataurs start with 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 | 2 | Spellcasting | -2 |
Dodging | -3 | ||||
Maces & Flails | -1 | Shields | 1 | Conjurations | -1 |
Axes | -2 | Stealth | 2 | Hexes | -1 |
Polearms | -2 | Summonings | -2 | ||
Staves | -1 | Invocations | 0 | Necromancy | -2 |
Unarmed Combat | -1 | Evocations | 0 | Translocations | 0 |
Throwing | -1 | Shapeshifting | -2 | Alchemy | -1 |
Fire Magic | -1 | ||||
Short Blades | -1 | Ice Magic | -1 | ||
Long Blades | -1 | Air Magic | -1 | ||
Ranged Weapons | -3 | Experience | -1 | Earth Magic | -1 |
History
- Armataurs will replace Palentongas in 0.30.
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 |