Minotaur
- This page is about the player species. For the monster, see Minotaur (monster).
The Minotaurs are a species of hybrids, posessing human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, Minotaurs are able to reflexively headbutt those who dare attack them. |
Contents
Innate Abilities
- Horns 2: Minotaurs get a secondary melee attack from their horns, but cannot wear helmets.
- Minotaurs instinctively counterattack foes in melee with a headbutt with an
(45 + XL * 2) / 2
% chance. This equates to roughly 25% at XL2 and 50% at XL27.
Minotaurs have a base Strength of 12, Intelligence of 5 and Dexterity of 5 (before Background modifiers). They have -1 to their base magic points.
Preferred Backgrounds
Level Bonuses
- +1 strength or dexterity (equal chance) every 4th level.
- 10% more HP than average.
- +3 willpower per level.
Starting Skills and Equipment
Minotaurs start with the skills and equipment listed for their background, with these exceptions:
Difficulty of Play
Simple • Intermediate • Advanced |
Minotaurs are an easy species to play because of their incredible versatility in melee combat. They are equally excellent in all melee weapons, and nearly as competent at range. They are also very durable, thanks to high HP and a good Armour skill aptitude. Minotaurs are thus a great choice for players who want a powerful "monstrous" species, but don't want to sacrifice weapon versatility or armour as ogres and trolls do.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 2 | Armour | 2 | Spellcasting | -4 |
Dodging | 1 | ||||
Maces & Flails | 2 | Shields | 2 | Conjurations | -3 |
Axes | 2 | Stealth | -1 | Hexes | -4 |
Polearms | 2 | Summonings | -3 | ||
Staves | 2 | Invocations | 0 | Necromancy | -3 |
Unarmed Combat | 1 | Evocations | -1 | Translocations | -3 |
Throwing | 0 | Shapeshifting | -3 | Alchemy | -3 |
Fire Magic | -3 | ||||
Short Blades | 1 | Ice Magic | -3 | ||
Long Blades | 2 | Air Magic | -3 | ||
Ranged Weapons | 1 | Experience | -1 | Earth Magic | -2 |
Strategy
Tough, strong, and at home with all weapons, minotaurs are born for melee and ranged-combat backgrounds alike. Being feeble at magic, however, they need to milk the religious side of the game to round themselves out. They particularly excel as Berserkers, as Trog's religion emphasizes all of a Minotaur's strong points, and only trolls suffer less from a ban on magic. Nor do any of Trog's powers actually require the Invocations skill, leaving more experience to devote to combat skills.
Picking Fighter, Gladiator, or Hunter will provide you with a good start for making the journey to the Temple (or to a lucky early altar). Minotaurs do well under Okawaru (Heroism, Finesse, equipment gifts), Makhleb (demonic summons, recovery from killing, elemental blasts), or even the Shining One (powerful summons, defensive buffs, and abilities useful against demonic and undead foes. Besides, you probably weren't going to be sneaking around anyway).
History
- Prior to 0.28, headbutt auxiliary attacks happened in retaliation when passing
5 * STR + 7 * DEX > 1d(600)
. - Prior to 0.17, headbutt auxiliary attacks would apply a small stun.
- Prior to 0.10, Minotaurs had slightly different aptitudes.
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 |