Armataur

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Version 0.30: This article may not be up to date for the latest stable release of Crawl.
The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.

Armataurs instinctively roll when moving toward foes, getting a free move. Their long, nimble tongues drink every last drop from potions, doubling their effects, but the strange syllables of magical scrolls slow them down. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on.

Innate Abilities

  • Armataurs are a hybrid species, with a humanoid torso atop a larger body.
    • Deformed: Armataurs get only half of the armour's base AC.
    • Armataurs get an EV and Dodging penalty, due to their size.
    • Armataurs cannot wear boots, but may equip bardings.
    • Armataurs are large enough to attack and move normally while standing in shallow water.
  • Rugged Brown Scales 3: Armataurs are covered in rugged brown scales (AC +3, +7% max HP).
  • Rollpage 1: Armataurs have innate rampaging, rolling quickly as they move towards enemies.
  • Armoured Tail: Armataurs have armoured tails that they may use to make especially damaging tail-slap auxiliary attacks.
  • Awkward Tongue: The delay after reading a scroll is 50% slower (as if you were slowed). Scroll effects are still applied at the start of the turn.
  • Long Tongue: Potion effects are doubled. See below for detail.

Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).

Long Tongue

Long Tongue doubles the effects of potions. The exact effect depends on the type of potion.

Followers of Gozag don't get any bonus from Potion Petition, but followers of Xom receive double effects from the god's potion effect gifts.

Armataurs in Kryia's mail coat can restore 3x HP by quaffing potions of curing or heal wounds.

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Armataurs start with the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Armataurs are a relatively easy species to play due to their high HP (117%) and doubled potions. While their slow scroll speed may seem intimidating, keep in mind that scroll effects still apply immediately. For example, a scroll of blinking will teleport you away at the start of your turn. All that changes is that you wait 1.5 turns (in your new position) instead of 1. In many cases, the delay can be mitigated by careful play.

In general, Armataurs are well suited for both melee and magic play, with aptitudes just below average. Armataurs may have reduced AC from Deformed, but their natural scales, high HP, and bardings help make up for that.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour 2 Spellcasting -2
Dodging -3
Maces & Flails -1 Shields 1 Conjurations -1
Axes -2 Stealth 2 Hexes -1
Polearms -2 Summonings -2
Staves -1 Invocations 0 Necromancy -2
Unarmed Combat -1 Evocations 0 Translocations 0
Throwing -1 Shapeshifting -2 Alchemy -1
Fire Magic -1
Short Blades -1 Ice Magic -1
Long Blades -1 Air Magic -1
Ranged Weapons -3 Experience -1 Earth Magic -1

History

  • In 0.31, Armataurs will get a regeneration bonus when they rampage towards threatening enemies (Rollpage 2, available at XL 7). Also, they will get Tough Skin instead of Rugged Brown Scales 3, lose Awkward Tongue, and are reduced to 100% HP.
  • Armataurs were introduced in 0.30, replacing the Palentonga species.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy