Vine Stalker
This page refers to the player species. For the monster, see Vine stalker (monster).
Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitised moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by the disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.
Magic courses freely through their bodies, and any damage they take is split between their health and magical reserves. They also physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them extremely frail, and they cannot benefit from potions to heal their wounds. Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite. |
Contents
Innate Abilities
Damage done: Fangs_level×2 + XL/3
Drained MP: 1dDamage_done × (1.25 - MP/MaxMP)
- No Potion Heal 2: Vine Stalkers cannot restore HP with potions.
- This includes the health effects of potions of ambrosia, but does not prevent ambrosia's MP regen or the status effect removal provided by potions of curing.
- Spirit shield: Vine Stalkers share incoming damage between their HP and MP.
Vine Stalkers have a base Strength of 10, Intelligence of 8 and Dexterity of 9 (before Background modifiers). They have +1 base magic points.
Preferred Backgrounds
- Warriors: Fighter, Brigand
- Zealots: Berserker
- Warrior-mages: Enchanter
- Mages: Conjurer, Necromancer, Ice Elementalist
Level Bonuses
- +1 strength or dexterity every 4th level.
- -30% less HP than average.
- +5 willpower per level.
- Upgrade to Fangs 3 at level 8.
- Gain Regeneration 1 at level 4 (+0.8HP/turn).
Starting Skills and Equipment
Vine Stalkers receive the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
In spite of their reduced HP and inability to heal from potions, the Vine Stalker's inherent spirit shield and excellent regeneration keeps them fairly durable (but vulnerable to sudden damage spikes) as soon as they reach level 4. Their high Stealth aptitude makes them formidable stabbers, while their all-around average magic aptitudes allow for a versatile hybrid build.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | -1 | Armour | -2 | Spellcasting | 0 |
Dodging | -2 | ||||
Maces & Flails | -1 | Shields | -1 | Conjurations | 0 |
Axes | -1 | Stealth | 3 | Hexes | 0 |
Polearms | -1 | Summonings | 0 | ||
Staves | -1 | Invocations | 0 | Necromancy | 0 |
Unarmed Combat | 0 | Evocations | -1 | Translocations | 0 |
Throwing | -1 | Shapeshifting | -1 | Alchemy | 0 |
Fire Magic | 0 | ||||
Short Blades | -1 | Ice Magic | 0 | ||
Long Blades | -1 | Air Magic | 0 | ||
Ranged Weapons | -1 | Experience | 0 | Earth Magic | 0 |
Strategy
In spite of their spriggan-sized HP pools and unimpressive defensive aptitudes, Vine Stalkers are a surprisingly durable species. Innate spirit shield (MP counts as HP), an MP-stealing bite, and the eventual regeneration of a Troll with full access to armour all help in this regard. Just be ready for the appearance of ghost moths and other threats to your MP -- they will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.
The inability to heal quickly with potions is a great hindrance in the early game, but it remains a significant drawback even later on. Increased regeneration does make up for this, and your god choice (ex. Elyvilon, Ru...) could potentially help. However, serious healing will generally require finding a safe place where you can recover without being attacked for a couple dozen turns.
Apart from a knack for Stealth and a general weakness in defensive skills, Vine Stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky stabbers. Their mediocre intelligence makes them less than optimal for dedicated casters (though having a steady supply of MP stolen via bites can come in handy). Vine Stalkers also make good Transmuters -- Blade Hands lets them keep their bonus bite attack, and their best melee skill is Unarmed Combat. Using a form with increased health is also an excellent way to get around their natural frailty; most often, this means Statue or Dragon Form.
History
- Prior to 0.28, Vine Stalkers' Regeneration 1 would provide +1 HP/turn.
- Prior to 0.27, Vine Stalkers would reach Regeneration 2 at level 12. However, each level of Regeneration provided +0.4 HP/turn.
- Prior to 0.26, Vine Stalkers had rotting immunity.
- Prior to 0.16, Vine Stalkers started with Regeneration 1 and would eventually reach Regeneration 3 as they gained experience, but each level of Regeneration gave +0.2 HP/turn.
- Vine Stalkers were added in 0.14.
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |