Minotaur
- This page is about the player species. For the monster, see Minotaur (monster).
The Minotaurs are yet another species of hybrids - Human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, Minotaurs tend to reflexively headbutt those who dare attack them. |
Contents
Innate Abilities
- Horns 2: Minotaurs get a secondary melee attack from their horns, but cannot wear most forms of headgear.
- Minotaurs instinctively counterattack foes in melee with a headbutt whenever (5*STR + 7*DEX > random2(600))
Preferred Backgrounds
Minotaurs lack versatility, and should stick to being Fighters, Gladiators, Monks, Hunters, Berserkers, Death Knights, or Priests.
Level Bonuses
- Minotaurs gain a Strength or Dexterity (equal chance) increase every 4 levels starting at level 4.
- Minotaurs have 10% more HP than average.
- Minotaurs have 20% less MP than average.
- Minotaurs gain 3 magic resistance per level.
Starting Skills and Equipment
Minotaurs start with the skills and equipment listed for their background, with these exceptions:
Difficulty of Play
Simple • Intermediate • Advanced |
Minotaurs are an easy species to play because of their incredible versatility in melee combat. They are equally adept (and surpass humans) in all weapons. They are also very durable, thanks to high HP and a good Armour aptitude. Minotaurs are thus a great choice for players who want a powerful "monstrous" species, but don't want to sacrifice weapon versatility or armor as ogres and trolls do.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 2 | Armour | 2 | Spellcasting | -4 |
Short Blades | 1 | Dodging | 1 | Conjurations | -3 |
Long Blades | 2 | Stealth | -1 | Hexes | -4 |
Axes | 2 | Stabbing | -1 | Charms | -4 |
Maces & Flails | 2 | Shields | 2 | Summonings | -3 |
Polearms | 2 | Traps | 0 | Necromancy | -3 |
Staves | 2 | Translocations | -3 | ||
Unarmed Combat | 1 | Transmutation | -2 | ||
Fire Magic | -3 | ||||
Throwing | 0 | Ice Magic | -3 | Invocations | 0 |
Slings | 1 | Air Magic | -3 | Evocations | 0 |
Bows | 1 | Earth Magic | -2 | ||
Crossbows | 1 | Poison Magic | -3 | Experience | -1 |
Strategy
Tough, strong, and at home with all weapons, minotaurs are born for melee and ranged-combat backgrounds alike. Being feeble at magic, however, they need to milk the religious side of the game to round themselves out. They particularly excel as Berserkers, as Trog's religion emphasizes all of a Minotaur's strong points, and only trolls suffer less from his ban on magic. Nor do any of his powers actually require the Invocations skill, leaving more experience to devote to combat skills. Among the other religious backgrounds, Death Knights and their undead slaves are another good match for Minotaurs, and Abyssal and Chaos Knights are also melee-oriented to start.
If the starter gods aren't for you, picking Fighter, Gladiator, or Monk provides you with a good start for making the journey to the Temple (or to a lucky early altar). Minotaurs do well under Okawaru (Heroism, Finesse, equipment gifts), Makhleb (demonic summons, recovery from killing, blasts), or the Shining One (powers and defenses useful against demons and undead).