User:Hordes/Meteoran

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Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
This page is a stub. You could probably expand this page should you wish to do so.
Meteorae are the people of the heavens, fallen to earth. They possess exceptional skills, an uncanny sense for the space around them, and the ability to recover health and magic as they explore the dungeon. However, as creatures clearly not native to the world, they are easy prey for the dark forces that hunt adventurers - they have one-tenth as much time as normal before Zot finds them. (See the section on 'Zot' for more.)

Innate Abilities

  • Short Lifespan: Meteorae are astral creatures, and thus easily found by Zot. Their Zot clock runs 10 times faster (+600 decaAut per floor, for 2,700 decaAut maximum), and they only recieve 200 turns if Zot finds them.
  • Passive Mapping 1: Meteorae can sense parts of the layout of the dungeon around them.
  • Glowing: Meteorae glow, as if they were inflicted with Corona. Monsters are more likely to hit, they are unable to go invisible, and stealth is reduced.
  • Explore Regen: Meteorae regenerate HP and MP as they explore; for every tile uncovered, you regenerate 1/210 of your max HP and 1/135 of your max MP.
  • Damage Reduction: Meteorae suffer less damage from every source. See below for more details.

Mayflytaurs have a base Strength of 9, Intelligence of 9, and Dexterity of 9 (before background modifiers).

Preferred Backgrounds

Level Bonuses

Damage Reduction

The formula for Meteorae's damage reduction is 1d(1 + 1d(1 + floor(XL / 3))). This is applied against all damage they receive, even against attacks that are normally irresistible like smiting or damnation. It is not applied to damage from spell or ability activation sources, such as Makhleb's abilities. The reduction is improved every three experience levels as per table below.

Level Maximum Average
1 2 1.5
3 3 1.75
6 4 2
9 5 2.25
12 6 2.5
15 7 2.75
18 8 3
21 9 3.25
24 10 3.5
27 11 3.75

Minimum reduction is always 1 point of damage.

Poison is treated slightly differently; the effective duration of poison is lowered so that up to 25 points of poison damage are shaved at once [1].

Starting Skills and Equipment

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

Difficulty of Play

SimpleIntermediateAdvanced

Thanks to their extremely restrictive turn conducts, playing like any other character is outright impossible. Meteorae often have to skip floors and imploy meta turncount strategies just to live. These tactics also tend to make them underleveled, even with their obsene stats.

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
Short Blades 1 Dodging 2 Conjurations 2
Long Blades 2 Stealth -2 Hexes 2
Axes 2 Stabbing n/a Charms n/a
Maces & Flails 3 Shields 2 Summonings 2
Polearms 2 Traps n/a Necromancy 1
Staves 2 Translocations 2
Unarmed Combat 2 Transmutation 2
Fire Magic 2
Throwing 1 Ice Magic 1 Invocations 3
Slings 1 Air Magic 2 Evocations 2
Bows 1 Earth Magic 1
Crossbows 1 Poison Magic 2 Experience 2

Strategy

  • Okawaru is a strong god, like always. Meteorae are often underleveled, even with their +2 XP aptitude, meaning that their battles are considered 'tougher' and reward more piety. This can be used to get consistent and strong buffs that make up for being underleveled.

History

  • Will be added in 0.29.
  • A joke species with the same concept, the Mayflytaur, was implemented during April Fools of 0.29-trunk.

References

  1. player.cc:4187 (0.28.0)