User:Hordes/Talisman
Contents
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 is Giant-sized. This gives a penalty to EV, but you are resistant to trampling, constriction, and nets.
- Suppresses many mutations. Species movement speed set to 10.
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.
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.
Tips & Tricks
- Support magic, like Ozocubu's Armour or Vhi's Electric Charge, can be very useful to have. Since you're using Unarmed Combat, Manifold Assault only hits 1/2 targets, but it can still be worth using.
- 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.
- 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 |
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Red | White | Grey | Black | Pale | Mottled | Purple | Green | Yellow |
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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
- 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%, 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 only provides offensive bonuses to Unarmed Combat. Other types of characters can use it for its defenses or resistances, but will find it less useful:
- It doesn't explicitly penalize spells, but it slows all actions (including spellcasting) by 50%, with no compensation. Thus, spells are less effective at killing things. Of course, spells can still be useful in statue form.
- While it boosts weapon damage by 50%, it also slows attack speed by the same amount. Because the 50% damage bonus is applied after AC penalty, there's no "bonus" when fighting high AC foes (i.e. enemy AC is also increased by 50%).
- Like with spells, ranged weapons are slowed with no damage boost.
In a 3-rune game, these characters generally should focus on Fighting and other defensive skills instead of getting Statue Form up and running.
Tips & Tricks
- Translocations spells are great to use in this form. Lesser Beckoning and Vhi's Electric Charge help a slow-moving melee fighter approach enemies. Manifold Assault lets you swing your fists at full-screen range.
- Very useful for (15 rune) low turncount speedruns. Since you act at 1.5 delay, you'll regenerate 1.5 decaAut per move, while only taking 1 "turn".
Humanoid | Palentonga | Naga | Djinni | Octopode | Felid |
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File:Statue form palentonga.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
- 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. (Can only wear jewellery)
- Suppresses many mutations. Species movement speed set to 1.0.
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
- Like other forms, Storm Form benefits greatly from support magic, such as Ozocubu's Armour and Manifold Assault.
Humanoid | Felid | Octopode |
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History
- Introduced in 0.31 in the transformation overhaul. Previously implemented as a spell, Storm Form.
{{Forms}} [[Category: Crystal Ball Articles]] [[Category: Transformation]]