Transmuter
Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities. |
Transmuters are magicians who specialise in Transmutations magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them.
Contents
Preferred Races
Troll, Naga, Merfolk, Draconian, Demigod, and Demonspawn are the recommended races if you pick a Transmuter Background.
Racial restrictions
Ghouls and Mummies are forbidden for becoming transmuters, because they cannot use most transmutations.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 robe
Available Spells:
Transmuters start with the Beastly Appendage spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Fighting: 1
- Unarmed Combat: 3
- Dodging: 2
- Spellcasting: 2
- Transmutations: 2
Choosing Transmuter adds 2 to your starting Strength, 5 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
Transmuters sometimes have a rough start in the Dungeon. Unarmed Combat, even though strong later in the game, struggles to keep up with weapons in the early game, with a base damage of only 3 for most species. Especially when Transmuters often want to dedicate XP to Transmutations, too.
Spell Details
Casting Beastly Appendage before every fight is a must for survival, and is recommended even if you play an already strong species like Minotaur or Troll. It creates Horns and Talons to attack more in combat. While eventually a liability once you get helmets and boots, Transmuters don't start with either.
Wereblood is useful when fighting in groups; it's not amazing when you first hit level 2, but always remains decent in various crowded situations. Its noise may also attract even more monsters; you want to be in a hallway when fighting like this.
Spider Form gives boosts to unarmed damage and evasion, while also making your attacks venom-branded. Unfortunately, it also melds all of your armor and leaves you vulnerable to poison yourself. But venom is strong! Melee threats can be kited, taking respectable poison damage while you just walk away.
Meanwhile, Ice Form is a more robust form with useful resistances and good damage. It might not be as durable as any old melee fighter, but the cold damage slows down cold-blooded creatures, many of which are scary to face. While you become vulnerable to fire, you start hitting like a beast -- damage is equivalent to a strong, branded one-handed weapon, before UC skill is applied.
History
- Prior to 0.27, Transmuters started with the Book of Changes and had access to Blade Hands.
- Prior to 0.26, Transmuters started with Sticks to Snakes instead of Wereblood. As such, their starting arrows were removed, too.
- Prior to 0.14, Transmuters started with 20 gold.
Backgrounds | |
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Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |