Beastly Appendage

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Revision as of 05:25, 10 May 2013 by Spudwalt (talk | contribs) (updated for 0.12; does anybody know if the damage values for the different mutations have changed?)
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Version 0.12: This article may not be up to date for the latest stable release of Crawl.
Beastly appendage.png Beastly Appendage
Level 1
School1 Transmutation
Source(s)
Casting noise 1
Spell noise 0
This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour.

Beastly Appendage is a level 1 Transmutations spell which briefly gives you one of the following temporary Unarmed Combat-enhancing mutations:

  • Horns 2 - Prevented by use of helmets, but allows for an auxiliary headbutt.
  • Talons 3 - Prevented by use of boots or lack of feet, but allows for an auxiliary kick.

Several species have restrictions on which mutations they can gain from this spell:

  • Species that lack humanoid feet (nagas, centaurs, felids) cannot gain talons
    • Due to their hybrid nature, merfolk also cannot gain talons from Beastly Appendage.
  • Octopodes, being incompatible with either mutation, gain a spiked tentacle instead.

The duration of these mutations is dependent upon your spell power. Sadly, you cannot cast it multiple times to get both effects; casting it again simply extends the duration of your current mutation.

Transmuters begin with this spell memorized.

Strategy

Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive: Horns are more powerful than Talons. If you're willing to wear boots and only wear a cap or wizard hat, you can guarantee that the more useful mutation will occur.

History

Beastly Appendage was added in 0.10.

Prior to 0.11, Beastly Appendage gave you Tentacles for arms instead of Claws.

Prior to 0.12, Claws 3 was a possible result.