Difference between revisions of "Gargoyle"

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(Innate Abilities)
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==Difficulty of Play==
 
==Difficulty of Play==
 
{{Beginner}}
 
{{Beginner}}
The gargoyle's innate resistances and immunities allow it to negate or lessen a large amount of early game threats, such as [[adder]]s, as well as making some mid- and late-game challenges easier. Their [[torment]] resistance can be a large boon when fighting some later monsters, like [[greater mummy|greater mummies]] when trying to go through [[The Tomb]]. Their aptitudes are fairly mediocre, however. Their only major strength as far as skills go is [[Earth Magic]], which tends to lack the strengths of the other schools, for the advantage of the ability to change the layout of the map easily and a few frighteningly powerful end-game spells. The innate ability to fly at level 14 can be helpful at times, but it tends to be situationally useful.
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{{species_aptitudes|Gargoyle}}
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Although it has low HP (-20%), the Gargoyle's 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.
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Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that are very convenient. Innate rPois ameliorates or negates some threats, such as early Kobolds with blowguns. 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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For most of a regular game, their [[torment]] resistance will be of little benefit, but it is helpful in much "post-endgame" content that involves getting more than the standard 3 to 5 runes. Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds.
  
 
==History==
 
==History==

Revision as of 01:33, 4 February 2014

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
This page is about the player species. For the monster, see Gargoyle (monster).
A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They are immune to petrification, and their stony weight protects them from being trampled.

Gargoyles' partially living form makes them less susceptible to effects of necromancy and cold than most beings. Their metabolisms are slow, and they blend into the dungeon pretty well. Their fangs and talons make them dangerous unarmed fighters, although they're incompetent with weapons other than maces. They can be exceptional earth-based conjurers, although they're bad with all other magic schools besides ice.

Innate Abilities

  • Natural AC: Gargoyles receive a large innate boost to AC relative to your XL. (Gargoyles get +2 AC at XL 1; the bonus scales up to +20 AC at XL 27. Note that Statue Form's AC bonus is slightly (4 AC) lower for Gargoyles.)
  • Increased GDR: Gargoyles get slightly less (only 5/6ths) of the GDR from their body armour, but this is more than compensated for by a large innate bonus (+24% GDR). This innate bonus is suppressed when they are transformed, except for Statue Form, in which Gargoyles have a total of 62% GDR.
  • 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. This innate protection is identical to that provided by rElec, but do note that rElec from multiple sources do not stack.
  • 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.
  • Fangs 1 and Talons 2: Gargoyles get two auxiliary Unarmed Combat attacks.
  • Slow Metabolism 1: Gargoyles require less food than most species.
  • Unbreathing: Gargoyles can survive without breathing.
  • Life Protection 1: Gargoyles have one innate level of resistance against negative energy (rNeg+, aka rN+).
  • Vulnerability to Shatter and LRD.
  • Gargoyles cannot worship Yredelemnul nor, by extension, can they choose the background Death Knight.

Preferred Backgrounds

Gargoyles are recommended for the following backgrounds:

Due to their nonliving nature, gargoyles are prohibited from becoming Death Knights.

Level Bonuses

Starting Skills and Equipment

Gargoyles receive the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Although it has low HP (-20%), the Gargoyle's 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.

Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that are very convenient. Innate rPois ameliorates or negates some threats, such as early Kobolds with blowguns. 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 helpful in much "post-endgame" content that involves getting more than the standard 3 to 5 runes. Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds.

History

In 0.14 Gargoyles will lose their two auxiliary attacks and Slow Metabolism 1, and the current GDR formula will be modified. Their GDR will be calculated by treating their body armour as if the base AC value was 5 higher.

Gargoyles were added in 0.13.