Difference between revisions of "Coglin"

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==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Coglins start with the skills and equipment listed for their background.
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Coglins start with the skills and equipment listed for their background, with the following exceptions:
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*Backgrounds that start with a one-handed melee weapon also start with a +0 [[dagger]].
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*[[Hexslinger]]s also start with a -2 [[sling]].
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*[[Hunter]]s start with two +0 [[sling]]s instead of a [[shortbow]].
  
 
==Difficulty of Play==
 
==Difficulty of Play==

Revision as of 19:37, 29 February 2024

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.
Unlike most of their goblin kin, Coglins augment their tiny frames with charm-wrought steel. Their exoskeletons, capable of wielding weapons independently in each arm, are begun with hand-me-downs from their sprawling families. By the time they come of age, they are inseparable from their creations, and experienced individuals often further customize themselves with uniquely powerful additions.

Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of natural bodies. Though their arms can fly in a whir of destruction, it takes quite a bit of swinging to rev them up to that speed. Further, with their bodies swallowed in the controls of their machine, they cannot wear jewelry - the interference of multiple magical fields would be catastrophic!

Even so, a true Coglin would never criticize their creation. They believe that spirits of steel and sandalwood come to rest within every thing that draws blood, slowly and carefully re-attuning their exoskeletons to those spirits whenever they wield or remove weapons. Never scorn the spirits!

Innate Abilities

  • Off-hand Wielding: Coglins can wield a second one-handed weapon instead of a shield or orb. For more details, see below.
  • Slow Wielding: Wielding or unwielding a weapon takes 5 decaAut instead of 0.5.
  • Warmup Strikes: Weapon damage is reduced by 33%, but this penalty is reduced when making attacks. The penalty can be eliminated by attacking for about 4 decaAut worth of time, at which point the player is considered fully revved. When not attacking, the penalty will be gradually restored, taking about 12 decaAut to go from 0% to 33%.
  • No Jewelry: Coglins cannot wear rings or amulets.

Coglins have a base Strength of 8, Intelligence of 7, and Dexterity of 9 (before background modifiers).

Dual wielding

Coglins can wield two one-handed melee or ranged weapons and attack with both at the same time. Melee and ranged weapons cannot be mixed. The attack delay is the average of the two weapon delays (e.g. with Long Blades at 14 skill, a demon blade and a double sword would attack at a (0.6+0.8)/2 delay, or 0.7). When attacking with two weapons, the order of attacks is random. Only 1 set of auxiliary attacks will trigger when attacking with two weapons.

Preferred Backgrounds

Level Bonuses

  • +1 to a random stat every 4th level.
  • Average HP and MP.
  • +3 willpower per level.
  • At XL 14, Coglins can invent a gizmo. See below for more details.

Invent Gizmo

At XL 14, Coglins will gain the Invent Gizmo ability, which will generate 3 gizmos and allow the player to install one of them. Each gizmo is generated with 1 rare and 2 common properties.

  • There are 6 common properties, each of which will be randomly assigned to a gizmo. They are:
  • There are 7 rare properties. Each gizmo will roll one of them, so not all of them will generate in a game. They are:
    • Regen + RegenMP: Increase HP regeneration by 0.8/turn and MP regeneration by 0.4/turn.
    • Repel Missiles + Clarity: Gain Repel Missiles and clarity.
    • Rampage + Acrobat: Gain rampage and acrobat.
    • Gadgeteer: XP evocables recharge 30% faster, and wands have a 30% chance to not consume a charge when used.
    • ManaRev: Increase MP regeneration by 0.8/turn when fully revved.
    • ParryRev: When fully revved, gain +5 AC and have a small chance to disarm enemies on striking.
    • AutoDazzle: Gain a small chance to fire a beam of blinding light at any enemy that misses you. This beam does no damage.

Starting Skills and Equipment

Coglins start with the skills and equipment listed for their background, with the following exceptions:

Difficulty of Play

SimpleIntermediateAdvanced

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour -1 Spellcasting -2
Dodging -1
Maces & Flails -1 Shields -3 Conjurations -1
Axes 0 Stealth -1 Hexes -1
Polearms -1 Summonings 0
Staves -1 Invocations -2 Necromancy 0
Unarmed Combat -1 Evocations 3 Translocations 0
Throwing -1 Shapeshifting -2 Alchemy 1
Fire Magic -1
Short Blades -1 Ice Magic -1
Long Blades 0 Air Magic -1
Ranged Weapons -1 Experience 0 Earth Magic -1

History

  • In 0.32, Coglins will be added to the game.