Difference between revisions of "User:Hordes/Talisman"

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'''Combat Bonuses'''
 
'''Combat Bonuses'''
 
* '''HP Bonus:''' 130% HP
 
* '''HP Bonus:''' 130% HP
* '''Innate AC:''' 31 - 38 [[AC]], scales linearly with Shapeshifting past minimum skill. (+1 AC per 0.875 skill)
+
* '''Innate AC:''' 31 - 38 [[AC]], scales linearly with Shapeshifting past minimum skill. (+1.14 AC per level)
 
* '''[[Unarmed Combat]]:''' 12 base damage.
 
* '''[[Unarmed Combat]]:''' 12 base damage.
 
* All melee damage, including from [[weapon]]s, is increased by 50% (after [[AC]] is applied).
 
* All melee damage, including from [[weapon]]s, is increased by 50% (after [[AC]] is applied).
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'''Restrictions'''
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' [[Body armour]], [[gloves]], [[boots]].
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' [[Body armour]], [[gloves]], [[boots]].
* '''All''' actions slowed by +50%. Stacks with the [[slow]] status.
+
* '''All''' actions slowed by +50%, as if you were [[slow]]ed. This stacks with the slow status.
 
* Species [[movement delay]] set to 1.0. It is then slowed by 50% (to 1.5 with no other factors).
 
* Species [[movement delay]] set to 1.0. It is then slowed by 50% (to 1.5 with no other factors).
 
* If you are an [[amphibious]] species, you can stand in [[deep water]], but you get all the normal penalties from both shallow and deep water (statues can't swim).
 
* If you are an [[amphibious]] species, you can stand in [[deep water]], but you get all the normal penalties from both shallow and deep water (statues can't swim).
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'''Combat Bonuses'''
 
'''Combat Bonuses'''
* '''Innate AC:''' 15-18, scales linearly with Shapeshifting past minimum skill. (+1 AC per 3 levels)
+
* '''Innate AC:''' 15-18 AC, scales linearly with Shapeshifting past minimum skill. (+1 AC per 3 levels)
* '''Bonus EV:''' +20-27 EV, scales linearly with skill past minimum. (+1 EV per 1.14 level)  
+
* '''Bonus EV:''' +20-27 EV, scales linearly with skill past minimum. (+1.14 EV per level)  
 
* '''[[Unarmed Combat]]:''' 29-35 base damage, with added [[electrocution]] brand and [[cleaving]]. (+1 damage per level)
 
* '''[[Unarmed Combat]]:''' 29-35 base damage, with added [[electrocution]] brand and [[cleaving]]. (+1 damage per level)
 
* '''[[Blinkbolt]]:''' Bolt-targeted ability that deals electric damage to everything in its path, then blinks you to the end. Has a cooldown.
 
* '''[[Blinkbolt]]:''' Bolt-targeted ability that deals electric damage to everything in its path, then blinks you to the end. Has a cooldown.
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'''Restrictions'''
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], [[weapon]] and [[shield]]. (Can only wear [[jewellery]])
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], [[weapon]] and [[shield]]. (Can only wear [[jewellery]])
* Suppresses many [[mutation]]s. Species [[movement speed]] set to 10.
+
* Suppresses many [[mutation]]s. Species [[movement speed]] set to 1.0.
  
 
Storm Form has a minimum [[Shapeshifting]] skill of 21, below which you get an [[Talisman#Skill|HP penalty]]. Maximum skill is 27, which is the cap on Shapeshifting itself.
 
Storm Form has a minimum [[Shapeshifting]] skill of 21, below which you get an [[Talisman#Skill|HP penalty]]. Maximum skill is 27, which is the cap on Shapeshifting itself.
  
 
==Strategy==
 
==Strategy==
By the time you reach its minimum skill, Storm Form is the highest damage form in the game. Shapeshifting specialists can inflict immense damage per hit, much stronger than even an [[executioner's axe]].
+
Storm Form is the highest damage form in the game. Shapeshifting specialists can inflict immense damage per hit, much stronger than even an [[executioner's axe]].
  
 
This form is surprisingly durable. You retain your natural EV, and gain bonuses to both EV and AC. Even though Dragon Form has 150% health, because it is [[Size#Giant|giant]], it loses EV. When your only defensive skills are [[Fighting]] and [[Dodging]], that isn't great.
 
This form is surprisingly durable. You retain your natural EV, and gain bonuses to both EV and AC. Even though Dragon Form has 150% health, because it is [[Size#Giant|giant]], it loses EV. When your only defensive skills are [[Fighting]] and [[Dodging]], that isn't great.

Revision as of 08:44, 22 July 2023

Dragon-blood talisman

A vial of pure dragon-blood, crystallized over many years. Transforms the user into a mighty fire-breathing dragon. The user becomes highly resistant to fire and resistant to poison, but vulnerable to cold. Shapeshifting skill increases damage from claws and armour from scales. While transformed, any equipped weapons and armour are melded.

For Draconians:

Transforms the user into a mighty dragon, increasing the power of any innate breath attacks. The user retains their innate colour, and becomes resistant to poison.

A dragon-blood talisman is a talisman that changes you into Dragon Form.

Useful Info

When eVoked, a dragon-blood 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:

Combat Bonuses

  • HP Bonus: 150% HP
  • Innate AC: 16 - 18 AC, scales linearly with Shapeshifting past minimum skill. (+1 AC per 4 levels)
  • Unarmed Combat: 21 - 30 base damage, scales linearly with Shapeshifting past minimum skill. (+1 damage per level)
  • Two auxiliary attacks: Bite 5 (11 dmg) & Tail slap 3 (6 dmg).
  • Breathe Fire: Active ability. Launch a piercing, range-5 bolt of fire, creating a flame cloud where it lands. No cost, but has a cooldown of a few turns. Damage = 3d(4 + 2*XL/3). <ref>{{source ref|0.30.0|ability.cc|742}}</ref><ref>{{source ref|0.30.0| zap-data.h|999}}</ref>
  • Stat Bonus: +10 strength.

Resistances

Restrictions

Other

Dragon Form has a minimum Shapeshifting 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

Dragon Form should be treated like the 'glass cannon' of Transmutation spells, much less durable than the +50% HP would make you think. The reduction to EV from size, lack of shield, loss of all armour slots, and relatively low AC (compared to Statue Form or a heavy armour character) seriously lowers your survivability. The vulnerability to silver doesn't help things.

That being said: with 21 damage, plus aux attacks, added strength, and bonuses from Unarmed Combat skill, you'll hit like a truck. It's strong even without much UC skill.

Tips & Tricks

  • Don't forget about the fire breath, a free, moderately powerful ranged attack. It creates a flame cloud on landing; aim with f . to make an enemy stand inside of it. Using flame breath at melee range means your enemy will be stuck inside the cloud for a while.
  • Unlike many other transmutations, Dragon Form does not impede spellcasting, beyond the inability to wield staves or int-raising gear. You can use support spells or attack magically however you please.
  • If you can manage to get Dragon Form by the Lair rune branches, the ability to fly and poison resistance are helpful there. Just watch out for silver javelins in the Shoals (and cold attacks, like bog body's Bolt of Cold and merfolk aquamancer's Throw Icicle, if vulnerable).


Dragon Form
Dragon form standard.png
Red White Grey Black Pale Mottled Purple Green Yellow
Dragon form red.png Dragon form white.png Dragon form grey.png Dragon form black.png Dragon form pale.png Dragon form mottled.png Dragon form purple.png Dragon form green.png Dragon form yellow.png

History

  • Introduced in 0.31 in the transformation overhaul. Previously implemented as a spell, Dragon Form.

{{Forms}} [[Category: Crystal Ball Articles]] [[Category: Transformation]]

Granite talisman

An rough-hewn stone icon. Transforms the user into a slow, stone statue. The caster's melee damage, both unarmed and with weapons, is substantially increased. The caster's stone body is immune to poison and miasma, and gains resistance to electricity and negative energy. Shapeshifting skill increases armour granted. While transformed, any equipped body armour, gloves and boots are melded.

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:

Combat Bonuses

  • HP Bonus: 130% HP
  • Innate AC: 31 - 38 AC, scales linearly with Shapeshifting past minimum skill. (+1.14 AC per level)
  • Unarmed Combat: 12 base damage.
  • All melee damage, including from weapons, is increased by 50% (after AC is applied).

Resistances

Restrictions

  • Melded Gear: Body armour, gloves, boots.
  • All actions slowed by +50%, as if you were slowed. This stacks with the slow status.
  • Species movement delay set to 1.0. It is then slowed by 50% (to 1.5 with no other factors).
  • If you are an amphibious species, you can stand in deep water, but you get all the normal penalties from both shallow and deep water (statues can't swim).

Statue Form has a minimum Shapeshifting 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

Being slow is always dangerous, but Statue Form is very durable. Unlike many forms, you get to keep a shield. And unlike heavy body armour, you have your full, unencumbered EV. With high HP, AC, EV, and decent SH, you'll be tougher than any other form. Overall, a fairly strong form for Unarmed Combat users. Also has great resistances; torment resistance in particular is valuable in extended.

Statue Form doesn't explicitly penalize spells, but it slows all actions (including spellcasting) by 50%. This makes spells less effective at killing things. Generally, blaster casters in a 3-rune game should focus on Fighting, Dodging, or Shields rather than getting Statue Form up and running. Of course, spells can still be useful for Statue Form users.

Weapons don't fare much better:

  • While it boosts melee weapons by +50%, it slows them by the same amount, resulting in no net damage gain. Only Unarmed Combat is any stronger than an untransformed player.
  • Ranged weapons are slowed with no damage boost. Can be useful to hit melee enemies from a distance.

Tips & Tricks


Humanoid Palentonga Naga Djinni Octopode Felid
Statue form humanoid.png File:Statue form palentonga.png Statue form naga.png Statue form djinni.png Statue form octopode.png Statue form felid.png

History

  • Introduced in 0.31 in the transformation overhaul. Previously implemented as a spell, Statue Form.

{{Forms}} [[Category: Crystal Ball Articles]] [[Category: Transformation]]

Storm talisman

Lets the user walk through the air as a raging, lightning-filled tempest. The user's melee attacks electrified and strike all adjacent foes. The user also flies, gains immunity to poison and miasma, and resists electricity. They can launch themselves as a lightning bolt, blasting through everything in their way. The damage and evasion granted by storm form are highly dependent on the user's skill with Shapeshifting. While transformed, any equipped weapons and armour are melded.

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:

Combat Bonuses

  • Innate AC: 15-18 AC, scales linearly with Shapeshifting past minimum skill. (+1 AC per 3 levels)
  • Bonus EV: +20-27 EV, scales linearly with skill past minimum. (+1.14 EV per level)
  • Unarmed Combat: 29-35 base damage, with added electrocution brand and cleaving. (+1 damage per level)
  • Blinkbolt: Bolt-targeted ability that deals electric damage to everything in its path, then blinks you to the end. Has a cooldown.

Resistances

Restrictions

Storm Form has a minimum Shapeshifting skill of 21, below which you get an HP penalty. Maximum skill is 27, which is the cap on Shapeshifting itself.

Strategy

Storm Form is the highest damage form in the game. Shapeshifting specialists can inflict immense damage per hit, much stronger than even an executioner's axe.

This form is surprisingly durable. You retain your natural EV, and gain bonuses to both EV and AC. Even though Dragon Form has 150% health, because it is giant, it loses EV. When your only defensive skills are Fighting and Dodging, that isn't great.

Tips & Tricks


Humanoid Felid Octopode
Storm transform.png Storm form felid.png Storm form octopode.png

History

  • Introduced in 0.31 in the transformation overhaul. Previously implemented as a spell, Storm Form.

{{Forms}} [[Category: Crystal Ball Articles]] [[Category: Transformation]]