Difference between revisions of "Armataur"

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m (Innate Abilities: might deserve a seperate section, honestly)
(Innate Abilities)
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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.
 
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower.
 
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower.
*'''[[Long Tongue]]''': Potion effects are doubled:
+
*'''[[Long Tongue]]''': Potion effects are doubled. See below for detail.
**Potions that heal HP/MP give double healing.
 
***[[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 status effects have the duration of their effects doubled (except for ambrosia).
 
**Other potions' effects are roughly doubled:
 
***[[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]].
 
  
 
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).
 
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).
 +
 +
===Long Tongue===
 +
*Potions that heal HP/MP give double healing.
 +
**[[Potions of curing]] restore 10-22 HP,
 +
**[[Potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP
 +
**[[Potions of ambrosia]] restore 6-10 HP and MP per turn.
 +
*Potions that give status effects have the duration of their effects doubled (except for ambrosia).
 +
*Other potions' effects are directly doubled:
 +
**[[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]].
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==

Revision as of 21:48, 4 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.

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.
  • Awkward Tongue: Armataurs read scrolls 50% slower.
  • Long Tongue: Potion effects are doubled. See below for detail.

Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).

Long Tongue

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Armataurs start with the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

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

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy