Gargoyle
- This page is about the player species. For the monster, see Gargoyle (monster).
A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They are immune to petrification, and their stony weight protects them from being trampled.
Gargoyles' partially living form makes them less susceptible to effects of necromancy and cold than most beings. Their metabolisms are slow, and they blend into the dungeon pretty well. Their fangs and talons make them dangerous unarmed fighters, although they're incompetent with weapons other than maces. They can be exceptional earth-based conjurers, although they're bad with all other magic schools besides ice. |
Contents
Innate Abilities
- Natural AC: Gargoyles receive a large innate boost to AC relative to your XL. (Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below). Note that Statue Form's AC bonus is different for Gargoyles. It begins at +13 AC and is modified by your skill in Earth Magic)
- Increased GDR: Gargoyles GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below). In Statue Form, Gargoyles have a total of 50% GDR.
- Petrification resistance: Gargoyles cannot be petrified.
- Rot resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.
- Gargoyles are immune to poison.
- Gargoyles cannot memorize Cure Poison.
- Electricity resistance: Gargoyles are well insulated and take little damage from electricity attacks. This innate protection is identical to that provided by rElec, but do note that rElec from multiple sources do not stack.
- Partial torment resistance: Gargoyles take 1/2 normal damage when affected by torment. This resistance does stack with other effects that reduce damage of torment.
- Unbreathing: Gargoyles can survive without breathing.
- Life Protection 1: Gargoyles have one innate level of resistance against negative energy (rN+).
- Vulnerability to Shatter and LRD.
- Gargoyles' nonliving nature means that they cannot worship Yredelemnul.
AC + GDR Bonuses
Level | AC | Level | AC | Level | AC |
---|---|---|---|---|---|
1 | +2 | 10 | +7 | 19 | +13 |
2 | +2 | 11 | +7 | 20 | +15 |
3 | +3 | 12 | +8 | 21 | +15 |
4 | +3 | 13 | +9 | 22 | +16 |
5 | +4 | 14 | +9 | 23 | +17 |
6 | +4 | 15 | +11 | 24 | +17 |
7 | +4 | 16 | +11 | 25 | +19 |
8 | +5 | 17 | +12 | 26 | +19 |
9 | +5 | 18 | +13 | 27 | +20 |
Armour | Base AC | GDR | Gargoyle GDR |
---|---|---|---|
Robe, animal skin, troll hide, steam dragon hide | 2 | 0% | 31% |
Leather armour, mottled dragon hide, swamp dragon hide, fire dragon hide, pearl dragon hide | 3 | 14% | 34% |
Troll leather armour, ice dragon hide, storm dragon hide, gold dragon hide | 4 | 19% | 37% |
Ring mail, steam dragon armour | 5 | 24% | 39% |
Scale mail, mottled dragon armour | 6 | 28% | 42% |
Swamp dragon armour | 7 | 31% | 44% |
Chain mail, fire dragon armour | 8 | 34% | 46% |
Ice dragon armour | 9 | 37% | 48% |
Plate armour, pearl dragon armour, storm dragon armour | 10 | 39% | 50% |
Gold dragon armour | 12 | 44% | 54% |
Crystal plate armour | 14 | 48% | 58% |
Preferred Backgrounds
Gargoyles are recommended for the following backgrounds:
- Warriors: Fighter, Gladiator, Monk
- Zealots: Berserker
- Mages: Fire Elementalist, Ice Elementalist, Earth Elementalist, Venom Mage
Due to their nonliving nature, gargoyles are prohibited from becoming Death Knights.
Level Bonuses
- +1 strength or intelligence (equal chance) every 4th level.
- 20% less HP than average.
- Average MP.
- +3 magic resistance per level.
- Gargoyles gain permanent at-will flight at level 14.
Starting Skills and Equipment
Gargoyles receive the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably smiting, but also (later in the game) hellfire, simulacra melee hits, and ice fiend melee hits—along with a few other, even rarer attacks.
Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water (Shoals or Swamp) and the other around poison (Spider or Snake).
For most of a regular game, their torment resistance will be of little benefit, but it is helpful in much post-endgame content that involves getting more than the standard 3 to 5 runes. Individually, Gargoyles' other characteristics do not have much of an impact, but taken together they do allow one to ignore some specific, dangerous (or just annoying) effects that form part of the "gimmick" of certain enemies (e.g., basilisk's petrification). On the other hand, one must be even more careful than usual around deep troll earth mages, Jorgrun, and player ghosts that can cast LRD or Shatter.
Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds and subsequent development strategies.
Strategy
Although it may seem tempting to raise your AC and GDR as high as possible (almost 60% GDR as a Gargoyle in crystal plate armour!), realize that evasion is also tremendously useful, even with a Gargoyle's unimpressive Dodging aptitude. Due to a Gargoyle's large boosts to AC and GDR regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 1 | Armour | 1 | Spellcasting | -1 |
Dodging | -2 | ||||
Maces & Flails | 0 | Shields | 1 | Conjurations | 1 |
Axes | -1 | Stealth | 2 | Hexes | -1 |
Polearms | -1 | Summonings | -1 | ||
Staves | 0 | Invocations | 1 | Necromancy | -2 |
Unarmed Combat | 0 | Evocations | -1 | Translocations | -1 |
Throwing | -1 | Shapeshifting | -3 | Alchemy | -2 |
Fire Magic | 0 | ||||
Short Blades | -1 | Ice Magic | 0 | ||
Long Blades | -1 | Air Magic | -2 | ||
Ranged Weapons | 0 | Experience | 0 | Earth Magic | 2 |
History
Prior to 0.14, Gargoyles had Fangs 1, Talons 1 and Slow Metabolism 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
Gargoyles were added in 0.13.