Difference between revisions of "User:Hordes/Talisman"
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* rTorment (50% damage from torment, stacks with rN) | * rTorment (50% damage from torment, stacks with rN) | ||
* '''[[Non-living]]:''' [[Unbreathing]], lacks [[blood]], immune to [[sleep]] and [[petrification]] | * '''[[Non-living]]:''' [[Unbreathing]], lacks [[blood]], immune to [[sleep]] and [[petrification]] | ||
+ | * Vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]]. | ||
'''Restrictions''' | '''Restrictions''' |
Revision as of 07:53, 3 July 2023
Talismans are items used to change your form.
Useful Info
A talisman, when eVoked, turns you into a respective transformation (e.g. a beast talisman turns you into Beast Form). This transformation lasts indefinitely. It can't be cancelled or dispelled, though you can voluntarily exit at any time. Entering or exiting a form takes 5 turns. If you are turned into a bad form, when you revert, you'll go back to your talisman form.
Once you have turned into a desired form, the talisman can safely be dropped. You do not need to hold the talisman to stay in a form, nor do you need it to exit a form. Talismans are found around the dungeon and in jewellery shops.
The undead (ghouls, mummies, bloodless vampires) are unable to transform. Zin despises form-shifting, and will instantly excommunicate any follower who uses one.
Transformations
In general, a form will increase various attributes (like HP or AC), but will meld certain types of equipment. Melded equipment ceases to have any effect, positive or negative. Melding is not an unequip, so it's safe to meld artefacts with *Drain or *Contam.
All talisman forms enhance Unarmed Combat in some way. Otherwise, each form has its own benefits and downsides. Some forms let you wield a weapon, others meld everything but your jewellery. Forms will often negate certain mutations, or change your size.
Being in any form will make you take +75% damage from silver weaponry.
Skill
Each form has a minimum Transmutations skill. Below this skill, you will receive a penalty to max HP. (See transform.cc)
Max HP = 25% + 75% * (Transmutations / min_skill)^2 percent (25% at 0 Transmutations; 100% at form's min skill).
Keep in mind that some forms increase your max HP, and this bonus is not lost by being underskilled. E.g. if a form gave you 200% max HP, and you were at 0 Transmutations, you'd end up at 50% of your pre-form HP.
Raising Transmutations past this point will give you form-specific benefits. Beast Form will increase your slaying (attack) bonus, Statue Form will increase your defenses, etc. Each form also has a maximum Transmutations skill, where further training has no benefit.
Talismans are not related to spells in any way, so intelligence, wizardry, etc. has no effect.
List of talismans
Talismans are sorted by "tiers". Each tier has the same minimum and maximum Transmutations skill.
Tier 1: (min. 0 skill, max. 13 skill)
- Beast talisman (Beast Form)
Tier 2: (min. 9 skill, max. 20)
- Blade talisman (Blade Hands)
- Maw talisman (Maw Form)
- Serpent talisman (Anaconda Form)
Tier 3: (min. 17 skill, max. 23)
Tier 4: (min. 21 skill, max. 27)
- Talisman of death (Death Form)
- Storm talisman (Storm Form)
History
- In 0.31, talismans will be introduced, replacing Transmutations spells. Removed spells: Beastly Appendage, Spider Form, Ice Form, Blade Hands, Statue Form, Dragon Form, Storm Form, Necromutation (Lichform).
The rest of this page will document the various forms
Beast talisman
A beast talisman is a talisman that changes you into Beast Form, a wild, hulking form that grants bonuses to melee.
Transmuters start with this item, and start the game in Beast Form.
Useful Info
When eVoked, a beast talisman turns you into Beast Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Beast Form has the following effects on your character:
Combat Bonuses
- Unarmed Combat: Set to 5 base damage, before skill.
- Slaying Bonus: adds
2 + (6 * Transmutations / 13)
slaying (min. 2 slay, max. 8 slay) to melee combat, even when using a weapon. Slaying increases damage and accuracy. (transform.cc)
Restrictions
- Melded Gear: All armour except for body armour. (This includes helmets/hats, cloaks, gloves, and boots/bardings. Does not include shields.)
Beast Form does not block any mutations, does not change your size, and gives no innate bonus to HP / AC.
Beast Form has no minimum Transmutations skill. It has a maximum skill of 13; further skill has no further impact.
Strategy
If you haven't found any auxiliary armor pieces yet, then beast form is a free +2 slaying (and +2 Unarmed damage); a net positive for every character. You don't need to train any Transmutations to benefit.
It is an essential form for Transmuter starts. Beast Form fists are stronger than the plain short swords, whips, and maces you'll find on the dungeon. Branded weapons can perform better, though. For example, if you find a dagger of venom on D:2, then don't hesitate to switch. Weapon or not, Beast Form is still a buff.
However, even Transmuters won't want to train Transmutations skill right away.
- Transmutations skill gives you < +0.5 slay per level.
- Unarmed Combat skill gives +1 base damage per level (which is more damage) and speeds up your attacks.
Currently, the slaying bonus isn't randomly rounded. There are breakpoints every (13/6 round up) skill levels; you get an extra +1 slay at the following skill intervals: 2.2, 4.4, 6.5, 8.7, 10.9, 13
History
Serpent talisman
A serpent talisman is a talisman that changes you into Anaconda Form, a giant, constricting snake.
Useful Info
When eVoked, a serpent talisman turns you into Serpent Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Anaconda Form has the following effects on your character:
Combat Bonuses
- HP Bonus: 120% HP
- Innate AC: 8 - 12 AC, scaling linearly with Transmutations skill.
- Unarmed Combat: Set to 12 base damage, before skill.
- Constriction: When making a melee attack, you initiate constriction. You can constrict 1 large (or smaller) foe at a time.
Restrictions
- Melded Gear: All armour, weapon and shield.
- Other Restrictions: Cannot throw, spells are harder to cast.
Other
- Anaconda Form is cold-blooded. Unless you have cold resistance, you'll be slowed when hit by certain cold attacks.
- Size set to large, giving an EV penalty to players that weren't already large. (Being large also lets you constrict large opponents)
- Suppresses most mutations.
Anaconda Form has a minimum Transmutations skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.
Strategy
Constriction is broken. Remember 0.10 Nagas? Now you are one, but with normal speed and even better stats.
History
- Introduced in 0.31 in the Transmutations overhaul. Anaconda Form had no previous counterpart.
Maw talisman
A maw talisman is a talisman that changes you into Maw Form, which adds a giant, gnashing mouth in place of the stomach.
Useful Info
When eVoked, a maw talisman turns you into Maw Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Maw Form has the following effects on your character:
Combat Bonuses
- Unarmed Combat: Set to 5 base damage, before skill.
- Maw aux attack: Adds a biting auxiliary attack. Whenever you make a melee attack (weapon or not), you have a chance to make a maw attack. Damage equals
7 + Transmutations
(max. 27).
- Chance to proc any aux attack depends on XL; see auxiliary attack for details. If this XL-based check succeeds, then the maw will always attack.
- Devour: Whenever you kill a enemy that can drop a corpse, you'll devour it, which heals you. You'll heal the lesser of
HD + 1d(HD)
orTransmutations + 1d20
. (melee-attack.cc)- You can't devour creatures that are too big. Beogh followers will not devour orcs. Gozag turns corpses into gold, stopping this effect. (Necromancy???? Death drops??)
Restrictions
Maw Form does not block any mutations, does not change your size, and gives no innate bonus to HP / AC.
Maw Form has a minimum Transmutations skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.
Strategy
The faster your attack speed, the more maw auxiliary attacks you'll proc. Unarmed Combat is obvious, but it also works well with Short Blades.
Please train Dodging.
History
- Introduced in 0.31 in the Transmutations overhaul. Maw Form had no previous counterpart.
Blade talisman
A blade talisman is a talisman that gives you Blade Hands, increasing your damage in Unarmed Combat.
Useful Info
When eVoked, a blade talisman grants Blade Hands, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Blade Hands has the following effects on your character:
Combat Bonuses
- Unarmed Combat: Set to 22 base damage, before skill.
- Your off-hand punch gains +6 damage.
Restrictions
- Melded Gear: Weapon, shield, and gloves. Claws are also melded.
Blade Hands does not block mutations (other than claws), does not change your size, and gives no innate bonus to HP / AC.
It has a minimum Transmutations skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.
Strategy
Strong, "two-handed" Unarmed Combat. Right now, Blade Hands is stronger than a giant spiked club, and it takes less skill to get running, and it doesn't block the off-hand punch.
Otherwise see Blade Hands#Strategy
History
- Introduced in 0.31 in the Transmutations overhaul. Previously implemented as a spell, Blade Hands.
Dragon-blood talisman
A dragon-blood talisman is a talisman that changes you into Dragon Form.
Useful Info
When eVoked, a blade talisman turns you into Dragon Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Dragon Form has the following effects on your character:
Combat Bonuses
- HP Bonus: 150% HP
- Innate AC: 16 - 22 AC, scales linearly with Transmutations. 18 AC at 15 skill.
- Unarmed Combat: Set to 38 base damage (32 + Claws 3), before skill.
- Two auxiliary attacks: Bite 5 (11 dmg) and Tail Slap (6 dmg). Chance to proc each attack is based off XL.
- Breathe Fire: Active ability. Creates a piercing beam of fire, creating a flame cloud on the destination tile. After use, has a cooldown for a few turns.
- Stat bonus: +10 strength.
Resistances
Restrictions
- Melded Gear: All armour, weapon and shield.
- Other Restrictions: Cannot throw.
Other
- Size set to Size#Giant, giving an EV penalty, but immunity to throwing nets.
- Suppresses most mutations.
Dragon Form has a minimum Transmutations skill of 15, below which you get an HP penalty. It has a maximum skill of 23, where skill has no further impact.
Draconians
If you are a Draconian, Dragon Form has special bonuses:
- The AC bonus from draconian scales is added to Dragon Form.
- You retain your natural breath weapon, if any, instead of Breathe Fire.
- Instead of gaining rF++ and rC-, you retain your natural elemental resistances (or lack thereof). Red and white draconians gain rF++/rC- and rF-/rC++, respectively. You still get rPois, no matter the colour.
Strategy
See Dragon Form#Strategy.
History
- Introduced in 0.31 in the Transmutations overhaul. Previously implemented as a spell, Dragon Form.
Granite talisman
A granite talisman is a talisman that changes you into Statue Form, granting you the durability (and speed) of a statue.
Useful Info
When eVoked, a granite talisman turns you into Statue Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Statue Form has the following effects on your character:
Combat Bonuses
- HP Bonus: 130% HP
- Innate AC: 20 - 38 AC, scales linearly with Transmutations.
- Unarmed Combat: Set to 12 base damage, before skill.
- All melee damage is increased by 50% (after AC is applied).
Resistances
- Poison immunity
- rElec, rN+
- rTorment (50% damage from torment, stacks with rN)
- Non-living: Unbreathing, lacks blood, immune to sleep and petrification
- Vulnerable to Lee's Rapid Deconstruction and Shatter.
Restrictions
- Melded Gear: Body armour, gloves, boots.
- All actions slowed by 50%. Stacks with the slow status.
- If you are an amphibious species, you can stand in deep water, but you get all the normal penalties from shallow water (statues can't swim).
Statue Form has a minimum Transmutations skill of 15, below which you get an HP penalty. It has a maximum skill of 23, where skill has no further impact.
Gargoyles cannot use this item, as they are already made out of stone.
Strategy
See Statue Form#Strategy.
History
- Introduced in 0.31 in the Transmutations overhaul. Previously implemented as a spell, Statue Form.
Storm talisman
A storm talisman is a talisman that changes you into Storm Form.
Useful Info
When eVoked, a storm talisman turns you into Storm Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Storm Form has the following effects on your character:
Combat Bonuses
- Innate AC: 10-20, scales linearly with Transmutations. (17 AC at 21 skill).
- Bonus EV:
16/27 * Transmutations
bonus EV, added on top of your base EV. - Unarmed Combat: Set damage to
8 + 3/2 * Transmutations
(39 at 21 skill), then add the electrocution brand and cleaving. - Blinkbolt: Bolt-targeted ability that deals electric damage to everything in its path, then blinks you to the end. Has a cooldown.
Resistances
- Poison immunity
- rElec
- Innate flight.
- Non-living: Unbreathing, lacks blood, immune to sleep.
- Insubstantial: Immune to constriction / ensnarement, Sticky Flame, and petrification.
Restrictions
- Melded Gear: All armour, weapon and shield.
Storm Form has a minimum Transmutations skill of 23, below which you get an HP penalty. Maximum skill is 27, which is the cap on Transmutations itself.
Strategy
See Storm Form#Strategy.
History
- Introduced in 0.31 in the Transmutations overhaul. Previously implemented as a spell, Storm Form.
Talisman of death
A talisman of death is a talisman that changes you into Death Form.
Useful Info
When eVoked, a talisman of death turns you into Death Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Death Form has the following effects on your character:
Combat Bonuses
- Unarmed Combat: Set damage to 9.
- All melee attacks (including weapons) inflict drain, slow, and weakness for 3-6 turns. (melee-attack.cc)
- Siphon Essence: Active ability (20 MP). Halves HP to all enemies (except nonliving) within 2 tiles. Then, heals you for 100% of damage dealt, with a cap of
46 + 2 * Transmutations
. Does work against demonic, holy, and undead enemies. (ability.cc)
Resistances
- Standard undead resistances:
- rC++
- Poison and miasma immunity
- rN+++ and immune to torment
- Cannot be mutated. Receive stat drain if you would be mutated.
- Cannot be polymorphed.
- Vulnerable to holy, holy wrath, and Dispel Undead
Restrictions
- Melded Gear: None
- Cannot drink potions.
- Cannot use certain forms of Necromancy (Borgnjor's Revivification, Death's Door) or wield holy wrath weapons.
Death Form has a minimum Transmutations skill of 23, below which you get an HP penalty. Maximum skill is 27, which is the cap on Transmutations itself.
Strategy
Most useful in the extended game. No potions is a hefty penalty, but it gives immunity to two important things: torment and mutation. Pre-extended, if you have this much Transmutations, you should probably use Storm Form instead.
Necromutation#Strategy probably has something relevant?
History
- Introduced in 0.31 in the Transmutations overhaul. It replaces Necromutation (lichform).