Armataur

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Version 0.31: 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 and regenerating magic. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.

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.
  • Tough Skin 3: Armataurs are covered in tough skin (AC +3).
  • Rollpage 1: Armataurs have innate rampaging - when moving in a straight line towards an enemy, they get a free move.
    • When rampaging, Aramtaurs recover MP more quickly. For every rampage move, a "heal duration" is set from 3-7 turns. While the duration lasts, your MP regeneration is increased by (turns_remaining + 1) * 0.33 MP/turn.
  • Armoured Tail: Armataurs have armoured tails that they may use to make especially damaging tail-slap auxiliary attacks.

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

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 moderately easy species to play. They have low EV and slightly below aptitudes, but have high HP and a neat rampaging bonus.

In general, Armataurs are well suited for both melee and magic play. 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 were reworked. Prior to this version:
  • Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue (scrolls took 50% longer to read). Note that doubled potion effects had cases: for example, the potion of might only doubled the duration, not doubled the damage from might. Also, the potion's duration was still capped at 80 turns, so it was often less than "double" in practice. See this revision for details.
  • Armataurs did not recover HP or MP when rampaging.
  • Armataurs had Rugged Brown Scales 3 (+3 AC, +7% HP) instead of Tough Skin 3.
  • Armataurs were introduced in 0.30, replacing the Palentonga species.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy