Difference between revisions of "Formicid"
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− | {{ | + | {{version025}} |
+ | {{for monster}} | ||
+ | {{flavour|The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old. | ||
− | + | Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions. | |
− | + | With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time. | |
− | + | Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}} | |
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− | Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too | ||
==Innate Abilities== | ==Innate Abilities== | ||
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]]. | *[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]]. | ||
**Formicids cannot wear any form of headgear. | **Formicids cannot wear any form of headgear. | ||
− | *Formicids have four arms, and can treat most melee and ranged weapons as one-handed. | + | *Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to use, however. Their multiple limbs also allow them to use shields with the same reduced penalties as large races. |
− | *Formicids can | + | *Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost. |
− | *Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, | + | *Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Note that you cannot use it on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s. |
− | *Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[ | + | *Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[berserk]], and [[Swiftness]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Finesse]] as well as [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however. |
− | Formicids have a base [[Strength]] of | + | Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 6 (before Background modifiers). |
==Preferred Backgrounds== | ==Preferred Backgrounds== | ||
*'''Warriors:''' [[Fighter]], [[Hunter]] | *'''Warriors:''' [[Fighter]], [[Hunter]] | ||
− | *'''Zealots:''' [[Abyssal Knight | + | *'''Zealots:''' [[Abyssal Knight]] |
*'''Warrior-mages:''' [[Arcane Marksman]] | *'''Warrior-mages:''' [[Arcane Marksman]] | ||
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]] | *'''Mages:''' [[Earth Elementalist]], [[Venom Mage]] | ||
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Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most. | Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most. | ||
− | Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless | + | Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers before disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. |
− | Take advantage of the resources formicids have at their disposal. Your innate [[ | + | Take advantage of the resources formicids have at their disposal. Your innate [[dig]]ging ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. |
− | + | While formicids can't blink normally, [[Dithmenos]]' Shadow Step provides an effect similar to [[Controlled Blink]]. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle. | |
− | + | Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself, as it will still vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes [[boots]] of [[running]] particularly desirable; it is one of the only methods a formicid has of outrunning opponents. | |
− | |||
− | + | When it comes to [[god]] selection for a more [[melee]]-oriented fomicid character, [[Trog]] may seem like a poor choice due to formicids' stasis but isn't entirely out of the question. While Trog's berserk ability will not function, both of its later, more powerful invocations will still function normally. | |
− | + | Another god you might consider is [[Lugonu]], whose Bend Space ability will allow you to blink despite your stasis. Later, you'll get the ability to [[banish]] dangerous foes to the [[Abyss]] or retreat there yourself in an emergency -- while the Abyss isn't exactly safe, it can still be safer than, say, staring down multiple [[orbs of fire]]. Alternatively, use a weapon of [[distortion]] to force your foes to blink away and create some distance (or just banish them); distortion even works on monsters that are immune to being banished normally! | |
+ | |||
+ | ==History== | ||
+ | *Prior to [[0.25]], formicids could cast [[Swiftness]]. | ||
+ | *Prior to [[0.18]], formicids were able to dig even when transformed, had -2 [[Throwing]] aptitude, and could not use [[Okawaru]]'s Finesse. | ||
+ | *Prior to [[0.15]], formicids could throw [[large rock]]s. | ||
+ | *Formicids were added in [[0.14]]. | ||
+ | *During much of their development, formicids were known as '''"dwants"''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]]. | ||
==References== | ==References== | ||
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− | |||
[https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Tavern discussion] | [https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Tavern discussion] | ||
− | + | {{species}} |
Revision as of 04:58, 12 September 2020
- This page is about the player species. For the monster, see Formicid (monster).
The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions. With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time. Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations. |
Contents
Innate Abilities
- Antennae 3: Formicids can sense monsters within 7 tiles (even through walls) and can also see invisible.
- Formicids cannot wear any form of headgear.
- Formicids have four arms, and can treat most melee and ranged weapons as one-handed. Giant clubs, giant spiked clubs, and large rocks are still too large for them to use, however. Their multiple limbs also allow them to use shields with the same reduced penalties as large races.
- Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a rock wall or iron grate to start making the tunnel. Digging takes 2+movement delay auts per square, makes some noise, and has a hefty food cost.
- Formicids can create a shaft under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Note that you cannot use it on the last level of a branch, nor in the Abyss, Hell, Pandemonium, or Ziggurats.
- Formicids have permanent stasis, rendering them unable to take advantage of translocative effects, Haste, berserk, and Swiftness, but also granting immunity to paralysis and slowing (but not petrification). Finesse as well as Lugonu's Bend Space ability and the Passage of Golubria spell work as normal, however.
Formicids have a base Strength of 12, Intelligence of 7 and Dexterity of 6 (before Background modifiers).
Preferred Backgrounds
- Warriors: Fighter, Hunter
- Zealots: Abyssal Knight
- Warrior-mages: Arcane Marksman
- Mages: Earth Elementalist, Venom Mage
Level Bonuses
- +1 strength or intelligence every 4th level.
- Average HP.
- 10% more MP than average, before stepdowns.
- +4 magic resistance per level.
Starting Skills and Equipment
Formicids receive the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 1 | Armour | 1 | Spellcasting | 0 |
Dodging | -1 | ||||
Maces & Flails | 0 | Shields | 3 | Conjurations | -1 |
Axes | 0 | Stealth | 3 | Hexes | 2 |
Polearms | 0 | Summonings | 0 | ||
Staves | 0 | Invocations | 2 | Necromancy | 0 |
Unarmed Combat | 0 | Evocations | 1 | Translocations | -1 |
Throwing | 0 | Shapeshifting | 0 | Alchemy | 3 |
Fire Magic | 0 | ||||
Short Blades | 0 | Ice Magic | 0 | ||
Long Blades | 0 | Air Magic | -2 | ||
Ranged Weapons | 0 | Experience | 1 | Earth Magic | 2 |
Strategy
Formicids are blessed and cursed with some of the most dramatic species mutations in Crawl, resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield giant clubs, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent stasis does protect you from slow and paralysis effects, it also disables a wide variety of incredibly useful panic buttons; teleports and blinks are the most obvious, but all sources of haste and berserking are also rendered useless. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers before disappearing if a fight starts looking unwinnable, a formicid must play more cautiously.
Take advantage of the resources formicids have at their disposal. Your innate digging ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your Shaft ability is a guaranteed escape from any fight, but consider using it before you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed.
While formicids can't blink normally, Dithmenos' Shadow Step provides an effect similar to Controlled Blink. Likewise, Passage of Golubria and Lugonu's Bend Space ability cause space to bend, not you, and thus still function as normal for you. Spells that disable enemies (Slow, Petrify, Cause Fear, and other Hexes) are excellent for letting you just outrun enemies you can't handle.
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. When pursued by an enemy you can't outrun or hex, luring it over a teleport trap is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself, as it will still vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes boots of running particularly desirable; it is one of the only methods a formicid has of outrunning opponents.
When it comes to god selection for a more melee-oriented fomicid character, Trog may seem like a poor choice due to formicids' stasis but isn't entirely out of the question. While Trog's berserk ability will not function, both of its later, more powerful invocations will still function normally.
Another god you might consider is Lugonu, whose Bend Space ability will allow you to blink despite your stasis. Later, you'll get the ability to banish dangerous foes to the Abyss or retreat there yourself in an emergency -- while the Abyss isn't exactly safe, it can still be safer than, say, staring down multiple orbs of fire. Alternatively, use a weapon of distortion to force your foes to blink away and create some distance (or just banish them); distortion even works on monsters that are immune to being banished normally!
History
- Prior to 0.25, formicids could cast Swiftness.
- Prior to 0.18, formicids were able to dig even when transformed, had -2 Throwing aptitude, and could not use Okawaru's Finesse.
- Prior to 0.15, formicids could throw large rocks.
- Formicids were added in 0.14.
- During much of their development, formicids were known as "dwants" (or dwarf-ants). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to poison.
References
Species | |
---|---|
Simple | Hill Orc • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |