Difference between revisions of "Armataur"
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==History== | ==History== | ||
− | *In [[0.31]], Armataurs will | + | *In [[0.31]], Armataurs will be reworked: |
+ | **Rollpage will add stacks of magic regeneration at rank 1 and also add stacks of regeneration at rank 2 (gained at XL 7). | ||
+ | **They will get [[Tough Skin]] instead of [[Rugged Brown Scales]] 3, and they will lose [[Awkward Tongue]] and Long Tongue. | ||
*Armataurs were introduced in [[0.30]], replacing the [[Palentonga]] species. | *Armataurs were introduced in [[0.30]], replacing the [[Palentonga]] species. | ||
[[Category:Crystal Ball Articles]] | [[Category:Crystal Ball Articles]] | ||
{{species}} | {{species}} |
Revision as of 00:05, 21 December 2023
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.
- 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: The delay after reading a scroll is 50% slower (as if you were slowed). Scroll effects are still applied at the start of the turn.
- 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
Long Tongue doubles the effects of potions. The exact effect depends on the type of potion.
- Potions that give status effects, like potions of haste, have the duration of their effects doubled (except for ambrosia).
- Potions that heal HP/MP give double healing.
- Potions of curing restore 10-22 HP, 16 HP on average.
- Potions of heal wounds and potions of magic restore 20-74 HP/MP, 47 HP/MP on average.
- Potions of ambrosia restore 6-10 HP and MP per turn, 8 HP and MP on average.
- 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.
Followers of Gozag don't get any bonus from Potion Petition, but followers of Xom receive double effects from the god's potion effect gifts.
Armataurs in Kryia's mail coat can restore 3x HP by quaffing potions of curing or heal wounds.
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 (not including Rugged Brown Scales).
- +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 |
Armataurs are a relatively easy species to play due to their high HP (117%) and doubled potions. While their slow scroll speed may seem intimidating, keep in mind that scroll effects still apply immediately. For example, a scroll of blinking will teleport you away at the start of your turn. All that changes is that you wait 1.5 turns (in your new position) instead of 1. In many cases, the delay can be mitigated by careful play.
In general, Armataurs are well suited for both melee and magic play, with aptitudes just below average. Armataurs may have reduced AC from Deformed, but their natural scales, high HP, and bardings help make up for that.
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
- In 0.31, Armataurs will be reworked:
- Rollpage will add stacks of magic regeneration at rank 1 and also add stacks of regeneration at rank 2 (gained at XL 7).
- They will get Tough Skin instead of Rugged Brown Scales 3, and they will lose Awkward Tongue and Long Tongue.
- Armataurs were introduced in 0.30, replacing the Palentonga species.
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 |