Difference between revisions of "Gargoyle"

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''This page refers to the player [[species]]. For the monster, see [[Gargoyle (monster)]]. For a list of all monstrous gargoyles, see [[List of gargoyles]].''
{{flavour| A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.
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{{flavour|A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.
  
 
Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.}}
 
Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
*Natural [[AC]]: Gargoyles receive a large innate boost to AC relative to your XL. Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below).
+
*Natural [[AC]]: Gargoyles receive a large innate boost to AC relative to XL. Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below).
 
*Increased [[GDR]]: A Gargoyle's GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below).
 
*Increased [[GDR]]: A Gargoyle's GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below).
 
*[[Petrification]] resistance: Gargoyles cannot be [[petrified]].
 
*[[Petrification]] resistance: Gargoyles cannot be [[petrified]].
 
*[[Rot]] resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.
 
*[[Rot]] resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.
 +
**Gargoyles cannot memorize [[Statue Form]], as they are already made of stone.
 +
**However, Gargoyles are vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]].
 
*Gargoyles are immune to [[poison]].
 
*Gargoyles are immune to [[poison]].
**Gargoyles cannot memorize [[Cure Poison]].
+
*[[Electricity resistance]]: Gargoyles are well insulated and take little damage from [[electricity]] attacks. Note that multiple sources of rElec do ''not'' stack.
*[[Electricity resistance]]: Gargoyles are well insulated and take little damage from [[electricity]] attacks. This innate protection is identical to that provided by rElec, but do note that rElec from multiple sources do ''not'' stack.
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*[[Negative_energy#Negative_Energy_Resistance|Life Protection 1]]: Gargoyles have one innate level of resistance against negative energy (rN+).
 
*Partial [[torment]] resistance: Gargoyles take 1/2 normal damage when affected by [[torment]]. This resistance ''does'' stack with other effects that reduce damage of torment.
 
*Partial [[torment]] resistance: Gargoyles take 1/2 normal damage when affected by [[torment]]. This resistance ''does'' stack with other effects that reduce damage of torment.
 
*[[Unbreathing]]: Gargoyles can survive without breathing.
 
*[[Unbreathing]]: Gargoyles can survive without breathing.
*[[Negative_energy#Negative_Energy_Resistance|Life Protection 1]]: Gargoyles have one innate level of resistance against negative energy (rN+).
 
*Gargoyles cannot memorize [[Statue Form]], as they are already made of stone.
 
*Vulnerability to [[Shatter]] and [[LRD]].
 
 
*Gargoyles' [[nonliving]] nature means that they cannot worship [[Yredelemnul]].
 
*Gargoyles' [[nonliving]] nature means that they cannot worship [[Yredelemnul]].
  
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! Armour || Base AC || GDR || Gargoyle GDR
 
! Armour || Base AC || GDR || Gargoyle GDR
 
|-
 
|-
| [[Robe]], [[animal skin]], [[troll hide]], [[steam dragon hide]] || 2 || 0% || 31%
+
| [[Robe]], [[animal skin]] || 2 || 0% || 31%
 
|-
 
|-
| [[Leather armour]], [[mottled dragon hide]], [[swamp dragon hide]], [[fire dragon hide]], [[pearl dragon hide]] || 3 || 14% || 34%
+
| [[Leather armour]] || 3 || 14% || 34%
 
|-
 
|-
| [[Troll leather armour]], [[ice dragon hide]], [[storm dragon hide]], [[gold dragon hide]] || 4 || 19% || 37%
+
| [[Troll leather armour]] || 4 || 19% || 37%
 
|-
 
|-
| [[Ring mail]], [[steam dragon armour]] || 5 || 24% || 39%
+
| [[Ring mail]], [[steam dragon scales]] || 5 || 24% || 39%
 
|-
 
|-
| [[Scale mail]], [[mottled dragon armour]]  || 6 || 28% || 42%
+
| [[Scale mail]], [[acid dragon scales]]  || 6 || 28% || 42%
 
|-
 
|-
| [[Swamp dragon armour]] || 7 || 31% || 44%
+
| [[Swamp dragon scales]] || 7 || 31% || 44%
 
|-
 
|-
| [[Chain mail]], [[fire dragon armour]] || 8 || 34% || 46%
+
| [[Chain mail]], [[fire dragon scales]] || 8 || 34% || 46%
 
|-
 
|-
| [[Ice dragon armour]] || 9 || 37% || 48%
+
| [[Ice dragon scales]], [[quicksilver dragon scales]] || 9 || 37% || 48%
 
|-
 
|-
| [[Plate armour]], [[pearl dragon armour]], [[storm dragon armour]] || 10 || 39% || 50%
+
| [[Plate armour]], [[pearl dragon scales]], [[storm dragon scales]], [[shadow dragon scales]] || 10 || 39% || 50%
 
|-
 
|-
| [[Gold dragon armour]] || 12 || 44% || 54%
+
| [[Gold dragon scales]] || 12 || 44% || 54%
 
|-
 
|-
 
| [[Crystal plate armour]] || 14 || 48% || 58%
 
| [[Crystal plate armour]] || 14 || 48% || 58%
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{{Beginner}}
 
{{Beginner}}
  
Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably smiting, but also (later in the game) hellfire, [[simulacra]] melee hits, and [[ice fiend]] melee hits—along with a few other, even rarer attacks.  
+
Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably [[smiting]], but also (later in the game) [[damnation]] and powerful cold-branded melee attacks (from creatures like [[simulacra]] and [[ice fiend]]s) — along with a few other, even rarer attacks.  
  
 
Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water ([[Shoals]] or [[Swamp]]) and the other around poison ([[Spider]] or [[Snake]]).   
 
Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water ([[Shoals]] or [[Swamp]]) and the other around poison ([[Spider]] or [[Snake]]).   
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==History==
 
==History==
Prior to [[0.16]], Gargoyles could cast [[Statue Form]], though they received four less AC than other species when doing so.
+
*Prior to [[0.16]], Gargoyles could cast [[Statue Form]], though they received four less AC than other species when doing so.
 
+
*Prior to [[0.15]], the skill aptitudes of [[Maces & Flails]], [[Unarmed Combat]], and [[Staves]] were +1.
Prior to [[0.15]], the skill aptitudes of [[Maces & Flails]], [[Unarmed Combat]], and [[Staves]] were +1.
+
*Prior to [[0.14]], Gargoyles had [[Fangs]] 1, [[Talons]] 1 and [[Slow Metabolism]] 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
 
+
*Gargoyles were added in [[0.13]].
Prior to [[0.14]], Gargoyles had [[Fangs]] 1, [[Talons]] 1 and [[Slow Metabolism]] 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
 
 
 
Gargoyles were added in [[0.13]].
 
  
 
{{species}}
 
{{species}}

Revision as of 15:53, 31 July 2019

Version 0.23: This article may not be up to date for the latest stable release of Crawl.

This page refers to the player species. For the monster, see Gargoyle (monster). For a list of all monstrous gargoyles, see List of gargoyles.

A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.

Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.

Innate Abilities

  • Natural AC: Gargoyles receive a large innate boost to AC relative to XL. Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below).
  • Increased GDR: A Gargoyle's GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below).
  • Petrification resistance: Gargoyles cannot be petrified.
  • Rot resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.
  • Gargoyles are immune to poison.
  • Electricity resistance: Gargoyles are well insulated and take little damage from electricity attacks. Note that multiple sources of rElec do not stack.
  • Life Protection 1: Gargoyles have one innate level of resistance against negative energy (rN+).
  • Partial torment resistance: Gargoyles take 1/2 normal damage when affected by torment. This resistance does stack with other effects that reduce damage of torment.
  • Unbreathing: Gargoyles can survive without breathing.
  • Gargoyles' nonliving nature means that they cannot worship Yredelemnul.

Gargoyles have a base Strength of 11, Intelligence of 8 and Dexterity of 5 (before Background modifiers).

AC + GDR Bonuses

Level AC Level AC Level AC
1 +2 10 +7 19 +13
2 +2 11 +7 20 +15
3 +3 12 +8 21 +15
4 +3 13 +9 22 +16
5 +4 14 +9 23 +17
6 +4 15 +11 24 +17
7 +4 16 +11 25 +19
8 +5 17 +12 26 +19
9 +5 18 +13 27 +20
Armour Base AC GDR Gargoyle GDR
Robe, animal skin 2 0% 31%
Leather armour 3 14% 34%
Troll leather armour 4 19% 37%
Ring mail, steam dragon scales 5 24% 39%
Scale mail, acid dragon scales 6 28% 42%
Swamp dragon scales 7 31% 44%
Chain mail, fire dragon scales 8 34% 46%
Ice dragon scales, quicksilver dragon scales 9 37% 48%
Plate armour, pearl dragon scales, storm dragon scales, shadow dragon scales 10 39% 50%
Gold dragon scales 12 44% 54%
Crystal plate armour 14 48% 58%

Preferred Backgrounds

Gargoyles are recommended for the following backgrounds:

Level Bonuses

Starting Skills and Equipment

Gargoyles receive the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably smiting, but also (later in the game) damnation and powerful cold-branded melee attacks (from creatures like simulacra and ice fiends) — along with a few other, even rarer attacks.

Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water (Shoals or Swamp) and the other around poison (Spider or Snake).

For most of a regular game, their torment resistance will be of little benefit, but it is incredibly helpful in the Hells and Pandemonium. Individually, Gargoyles' other characteristics do not have much of an impact, but taken together they do allow one to ignore some specific, dangerous (or just annoying) effects that form part of the "gimmick" of certain enemies (e.g., basilisk's petrification). On the other hand, one must be even more careful than usual around deep troll earth mages, Jorgrun, and player ghosts that can cast LRD or Shatter.

Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds and subsequent development strategies.

Strategy

Although it may seem tempting to raise your AC and GDR as high as possible (almost 60% GDR as a Gargoyle in crystal plate armour!), realize that evasion is also tremendously useful, even with a Gargoyle's unimpressive Dodging aptitude. Due to a Gargoyle's large boosts to AC and GDR regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.

Skill aptitudes

The higher the value, the better the aptitude.

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

History

  • Prior to 0.16, Gargoyles could cast Statue Form, though they received four less AC than other species when doing so.
  • Prior to 0.15, the skill aptitudes of Maces & Flails, Unarmed Combat, and Staves were +1.
  • Prior to 0.14, Gargoyles had Fangs 1, Talons 1 and Slow Metabolism 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.
  • Gargoyles were added in 0.13.
Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy