User:Hordes/Talisman

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Talismans are items used to change your form.

Useful Info

A talisman, when eVoked, turns you into a respective transformation (e.g. a beast talisman turns you into Beast Form). This transformation lasts indefinitely. It can't be cancelled or dispelled, though you can voluntarily exit at any time. Entering or exiting a form takes 5 turns. If you are turned into a bad form, when you revert, you'll go back to your talisman form.

Once you have turned into a desired form, the talisman can safely be dropped. You do not need to hold the talisman to stay in a form, nor do you need it to exit a form. Talismans are found around the dungeon and in jewellery shops.

The undead (ghouls, mummies, bloodless vampires) are unable to transform. Zin despises form-shifting, and will instantly excommunicate any follower who uses one.

Transformations

In general, a form will increase various attributes (like HP or AC), but will meld certain types of equipment. Melded equipment ceases to have any effect, positive or negative. Melding is not an unequip, so it's safe to meld artefacts with *Drain or *Contam.

All talisman forms enhance Unarmed Combat in some way. Otherwise, each form has its own benefits and downsides. Some forms let you wield a weapon, others meld everything but your jewellery. Forms will often negate certain mutations, or change your size.

Being in any form will make you take +75% damage from silver weaponry.

Skill

Each form has a minimum Transmutations skill. Below this skill, you will receive a penalty to max HP. (See transform.cc)

Max HP = 25% + 75% * (Transmutations / min_skill)^2 percent (25% at 0 Transmutations; 100% at min skill).

Keep in mind that some forms increase your max HP, and this bonus is not lost by being underskilled. E.g. if a form gave you 200% max HP, and you were at 0 Transmutations, you'd get 50% of your form-less HP.

Raising Transmutations past this point will give you form-specific benefits. Beast Form will increase your slaying (attack) bonus, Statue Form will increase your defenses, etc. Each form also has a maximum Transmutations skill, where further training has no benefit.

Talismans are not related to spells in any way, so intelligence, wizardry, etc. has no effect.

List of talismans

Talismans are sorted by "tiers". Each tier has the same minimum and maximum Transmutations skill.

Tier 1: (min. 0 skill, max. 13 skill)

Tier 2: (min. 9 skill, max. 20)

Tier 3: (min. 17 skill, max. 23)

Tier 4: (min. 21 skill, max. 27)

History


The rest of this page will document the various forms

Beast talisman

A beast talisman is a talisman that changes you into Beast Form, a wild, hulking form that grants bonuses to melee.

Transmuters start with this item, and start the game in Beast Form.

Useful Info

When eVoked, a beast talisman turns you into Beast Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.

Beast Form has the following effects on your character:

Combat Bonuses

  • Unarmed Combat: Set to 5 base damage, before skill.
  • Slaying Bonus: adds 2 + (6 * Transmutations / 13) slaying (min. 2 slay, max. 8 slay) to melee combat, even when using a weapon. Slaying increases damage and accuracy. (transform.cc)

Restrictions

Beast Form does not block any mutations, does not change your size, and gives no innate bonus to HP / AC.

Beast Form has no minimum Transmutations skill. It has a maximum skill of 13; further skill has no further impact.

Strategy

If you haven't found any auxiliary armor pieces yet, then beast form is a free +2 slaying (and +2 Unarmed damage); a net positive for every character. You don't need to train any Transmutations to benefit.

Essential form for Transmuter starts. Beast Form unarmed is stronger than the plain short swords, whips, and maces you'll find on the dungeon. Branded weapons can perform better, though. For example, if you find a dagger of venom on D:2, then don't hesitate to switch. Weapon or not, Beast Form is pretty good. However, even Transmuters won't want to train Transmutations skill right away.

  • Transmutations skill gives you < +0.5 slay per level.
  • Unarmed Combat skill gives +1 base damage per level (which is more damage) and speeds up your attacks.

History

Serpent talisman

A serpent talisman is a talisman that changes you into Anaconda Form, a giant, constricting snake.

Useful Info

When eVoked, a serpent talisman turns you into Serpent Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.

Anaconda Form has the following effects on your character:

Combat Bonuses

  • HP Bonus: 120% HP
  • Innate AC: 8 - 12 AC, scaling linearly with Transmutations skill.
  • Unarmed Combat: Set to 12 base damage, before skill.
  • Constriction: When making a melee attack, you initiate constriction. You can constrict 1 large (or smaller) foe at a time.

Restrictions

Other

  • Anaconda Form is cold-blooded. Unless you have cold resistance, you'll be slowed when hit by certain cold attacks.
  • Size set to large, giving an EV penalty to players that weren't already large. (Being large also lets you constrict large opponents)
  • Suppresses most mutations.

Anaconda Form has a minimum Transmutations skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.

Strategy

Constriction is broken. Remember 0.10 Nagas? Now you are that naga, but with normal speed and even better stats.

History

  • Introduced in 0.31 in the Transmutations overhaul. Anaconda Form had no previous counterpart.

Maw talisman

A maw talisman is a talisman that changes you into Maw Form, which adds a giant, gnashing mouth in place of the stomach.

Useful Info

When eVoked, a maw talisman turns you into Maw Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.

Maw Form has the following effects on your character:

Combat Bonuses

  • Unarmed Combat: Set to 5 base damage, before skill.
  • Maw aux attack: Adds a biting auxiliary attack. Whenever you make a melee attack (weapon or not), you have a chance to make a maw attack. Damage equals 7 + Transmutations (max. 27). Chance to proc the attack depends on XL; see auxiliary attack for details.
  • Devour: Whenever you kill a corpse-dropping enemy, you'll devour it, which heals you. You'll heal the lesser of HD + 1d(HD) or Transmutations + 1d20. (melee-attack.cc)
    • You can't devour creatures that are too big. Beogh followers will not devour orcs. Gozag turns corpses into gold, stopping this effect. (Necromancy???? Death drops??)

Restrictions

Maw Form does not block any mutations, does not change your size, and gives no innate bonus to HP / AC.

Maw Form has a minimum Transmutations skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.

Strategy

The faster your attack speed, the more maw auxiliary attacks you'll proc. Unarmed Combat is obvious, but it also works with Short Blades.

Please train Dodging.

History

  • Introduced in 0.31 in the Transmutations overhaul. Maw Form had no previous counterpart.

Blade talisman

A blade talisman is a talisman that gives you Blade Hands, increasing your damage in Unarmed Combat.

Useful Info

When eVoked, a blade talisman grants Blade Hands, which lasts until you end the form. Entering or exiting a form takes 5 turns.

Blade Hands has the following effects on your character:

Combat Bonuses

  • Unarmed Combat: Set to 22 base damage, before skill.
    • Your off-hand punch gains +6 damage.

Restrictions

Blade Hands does not block mutations (other than claws), does not change your size, and gives no innate bonus to HP / AC.

It has a minimum Transmutations skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.

Strategy

Strong, "two-handed" Unarmed Combat. Right now, Blade Hands is stronger than a giant spiked club, and it takes less skill to get running, and it doesn't block the off-hand punch.

History

  • Introduced in 0.31 in the Transmutations overhaul. Previously implemented as a spell, Blade Hands.