Beastly Appendage

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Revision as of 21:36, 14 April 2013 by Spudwalt (talk | contribs) (updated mutation names)
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Version 0.11: This article may not be up to date for the latest stable release of Crawl.


Beastly appendage.png Beastly Appendage
Level 1
School1 Transmutation
Source(s)
Casting noise 1
Spell noise 0
This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour.

Beastly Appendage is a level 1 Transmutations spell which briefly gives you one of the following temporary Unarmed Combat-enhancing mutations:

  • Horns 2 - Prevented by use of helmets, but allows for an auxiliary headbutt.
  • Talons 3 - Prevented by use of boots or lack of feet, but allows for an auxiliary kick.
    • Due to their hybrid nature, merfolk cannot gain talons from Beastly Appendage.
  • Claws 3 - Prevented by use of gloves, but deals more damage than a standard punch and may inflict bleeding.

The duration of these mutations is dependent upon your spell power. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation.

Transmuters begin with this spell memorized.

Strategy

Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive; Claws and Horns are much more powerful than Talons. If you're willing to wear boots, leave your hand slot empty, and only wear a cap or wizard hat, you can guarantee that only the more useful mutations will occur.

History

Beastly Appendage was added in 0.10.

Prior to 0.11, Beastly Appendage gave you Tentacles for arms instead of Claws.

Claws will no longer be a possible mutation in 0.12.