Difference between revisions of "Octopode"

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{{flavour|These land-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, although their dual adaptation is not as good as that of the shapechanging merfolk.
 
{{flavour|These land-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, although their dual adaptation is not as good as that of the shapechanging merfolk.
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*Octopodes cannot use any type of armour other than [[shields]] and [[hat]]s, nor can they cast [[Animate Armour]].
 
*Octopodes cannot use any type of armour other than [[shields]] and [[hat]]s, nor can they cast [[Animate Armour]].
 
*Octopodes can wear up to eight [[ring]]s at the same time.
 
*Octopodes can wear up to eight [[ring]]s at the same time.
*'''[[Jiyva mutations#Gelatinous Body|Gelatinous Body 1]]''': Octopodes have +1 AC.
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*'''[[Jiyva mutations#Gelatinous Body|Gelatinous Body 1]]''': Octopodes have +1 AC and EV.
 
*'''[[Good mutations#Camouflage|Camouflage 1]]''': Octopodes have +40 Stealth.
 
*'''[[Good mutations#Camouflage|Camouflage 1]]''': Octopodes have +40 Stealth.
*'''Tentacles''': Octopodes have eight tentacles, each of which may be used to [[constrict]] an enemy.
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*'''Tentacles''': Octopodes have eight tentacles, which grant a few [[auxiliary attack]]s.
**Octopodes can tentacle-slap (equivilent to an [[Auxiliary_attack|offhand punch]]), even when their 'offhand' is occupied.
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**'''[[Constrict]]:''' Octopodes may constrict enemies in combat (see below for details).
*'''Nimble Swimmer''': Octopodes are amphibious. While in water, they can swim with no penalties, with a +50 [[stealth]] boost. Unlike [[merfolk]], they don't get any bonuses to [[ev]]asion or movement speed.
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**'''Tentacle Squeeze:''' Octopodes have an auxiliary squeeze attack (damage = 12).
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**'''Tentacle Slap:''' Octopodes replace their [[auxiliary attack|offhand punch]] with a tentacle slap. Tentacle slaps are mostly identical to offhand punches, but can be done when wielding a two-handed weapon or shield.
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*'''Nimble Swimmer''': Octopodes are [[amphibious]]. While in water, they can swim with no penalties, and gain +50 [[stealth]]. (Unlike [[Merfolk]], they don't get any bonuses to [[ev]]asion or movement speed.) They are also immune to [[Engulf]] and [[drowning]] damage.
  
 
Octopodes have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 7 (before Background modifiers).
 
Octopodes have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 7 (before Background modifiers).
  
 
===Constriction===
 
===Constriction===
The octopode's constriction ability is passive. When attacking an adjacent foe in [[melee]] (barehanded or with a weapon), a constriction attack is automatically attempted with one of your free tentacles and, if successful, will continue for as long as you remain on your current tile. If you attack a different target, a new constriction attack is initiated while any previous constrictions continue. All constricted enemies will take damage each turn and be unable to move away from their current tile until they escape or are released. This effect continues even if you are just resting on the tile or casting spells. Once you leave the tile, however, all constrictions are lost.
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Whenever you make a melee attack, you automatically attempt to [[constrict]] an enemy.
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*You must have a free tentacle to constrict with, each constriction takes one. Octopodes start with 8, but lose 2 per hand occupied (2 per one-handed weapon/shield, 4 if two-handed weapon).  
 +
*The enemy must be the same [[size]] as you (medium) or smaller.
  
Technically, wielding a weapon or wearing a shield decreases the number of total possible constrictions by two, per regular hand used. But unless you're fighting [[bat]]s, attempting to constrict too many enemies at one time is generally [[YASD|unwise]].
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Constriction greatly reduces enemy [[EV]] and causes passive damage over time. Once it's successful, you'll continue as long as you remain on your current tile, even when waiting/casting spells. If you attack a new target, you constrict if you have a free tentacle. It ends if you move or if the enemy escapes. In general, enemies won't intentionally escape constriction; [[batty]] enemies will, and properties like [[trample]] and the [[Blink]] spell can move you/them.
 +
 
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Attempting to constrict 8 enemies at once is generally considered [[YASD|unwise]].
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
 
*'''Warriors:''' [[Brigand]]
 
*'''Warriors:''' [[Brigand]]
*'''Warrior-mages:''' [[Transmuter]]
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*'''Warrior-mages:''' [[Shapeshifter]]
*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Venom Mage]]
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*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Alchemist]]
  
 
==Level Bonuses==
 
==Level Bonuses==
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{{Hard}}
 
{{Hard}}
  
Octopodes are a difficult race to play. While the prospect of an octopode wearing eight artefact rings with multiple intrinsics, stat boosts and bonuses sounds nice, getting there is another matter entirely. The lack of armour makes the early game risky; later on, their lack of HP gives them the semblance of being [[deep elves]], but without the awesome magical aptitudes. Without good EV, [[SH]], and careful avoidance of monsters you aren't ready for, engaging in melee isn't so much a last resort as disguised suicide.
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Octopodes are a difficult race to play. The prospect of wearing eight amazing rings is appealing... but getting there is another matter. As a species with reduced health and almost no armour, Octopodes are very frail; combat can turn bad at the drop of a hat. Without the speed of a [[Spriggan]] or aptitudes of a [[Deep Elf]], they are just plain difficult. You can eventually compensate: [[shield]]s, [[talisman]] forms, and rings can boister your defense, but these all take time to develop.
 
 
On the other hand, octopodes level nearly as quickly as [[human]]s, are quite versatile thanks to their average or better aptitudes in everything (save Armour, which they can't use anyway), and can make great use of [[deep water]] to avoid monsters.
 
  
Another challenge which arises from octopodes' lack of armour slots is the all-too-common inability to obtain a [[resistance]] critical to facing a particular [[unique]] or undertaking a particular dungeon [[branch]], [[willpower]] and [[poison resistance]] being two notable examples. In some games, the failure of the item generator to produce such can force one into prolonged monster/branch avoidance, and sometimes an eventual attempt to do without. Alternatively, some octopodes may attempt more risky means of gaining resistances (e.g. quaffing multiple [[potions of mutation]]).
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Otherwise, they are a versatile species, with average-or-better aptitudes across the board. Don't think melee is unfeasible: Octopodes' constriction is very powerful. In the early Dungeon, even casters can find melee a useful backup option.
  
 
{{species_aptitudes|Octopode}}
 
{{species_aptitudes|Octopode}}
  
 
==Strategy==
 
==Strategy==
===Skill breadth versus depth===
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===Skill breadth vs depth===
As octopodes tend to be fairly standard across their skill [[aptitudes]], they lend themselves well to a broad use of skills rather than an isolated focus on just one or two. Octopodes can't wear armour, so spellcasting often faces little encumbrance. Meanwhile, their melee constriction is a very useful (and damaging!) tool to have. This is particularly evident in the early game, when an octopode's survival strategy may well adapt itself based upon what useful items are chanced across. For example, they could use various [[ranged weapons]] in the short-term. Even as you progress through the game, an octopode may well find themself eclectically split between magic, melee, and/or ranged combat.
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Octopodes have roughly the same aptitudes as a [[Human]], so they lend well to a broad use of skills. Since they can't wear armour, spells are rarely encumbered. Melee constriction, meanwhile, is a useful tool to have. This is evident in the early game, where your survival strategy may adapt itself on what useful item you get. For example, a mage start may find a [[dagger]] of [[venom]], and clear enemies using that (and constriction). As you progress through the game, you may find yourself split between many different skills.
  
 
===Item usage===
 
===Item usage===
Almost any source of [[AC]] should be given strong consideration. [[Ring of protection|Rings of protection]] are usually the main source, but weapons of [[protection]] are worth a little more than normal. If you find any sources of [[mutation]], (lightly)
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Almost any source of [[AC]] should be considered. [[Ring of protection|Rings of protection]] are usually the main source, but weapons of [[protection]] are worth a little more than normal.  
consider rolling it up for the possibilities of scales; the AC they'll bring is vital, and if you drink potions early enough in the game, the emotional loss won't be too great if your character dies a horrible mutated death. You'll still lose your winstreak, though.
 
  
Given that shields are one of only two types of armour an octopode can use, many players will want to wear a shield, regardless of starting [[background]].
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Given that shields are one of only two types of armour an Octopode can use, many players will want to wear a shield, regardless of starting [[background]].
  
 
===Melee combat===
 
===Melee combat===
Armed with an octet of grabbing, slapping, and squeezing tentacles, Octopode morphology allows them to excel at melee, despite their bland aptitude for such. With sufficient AC and EV, most often achieved in the mid & late game, tackling multiple foes at once becomes a much more viable (read: less suicidal) option.
+
Armed with an octet of squeezing tentacles, Octopodes' morphology allows them to excel at melee. With sufficient defense, most often achieved in the mid & late game, tackling multiple foes at once becomes a much more viable (read: less suicidal) option.  
  
When regularly engaging in melee combat, you will often notice a significant difference between monsters you can constrict and those you cannot. As such, it's important to stay mindful of those you cannot (most often because the target is too large). Even in the late game, allowing yourself to be surrounded by [[:Category:medium monsters|medium]]-sized monsters you can constrict and [[:Category:large monsters|large]]-size monsters you cannot can make the difference between life and death.
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It's important to note that you cannot constrict targets that are large, giant, [[insubstantial]], or [[list of jellies|gelatinous]].
  
===Transmutations===
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===Shapeshifting===
By playing with [[Transmutations]], you can get around many of the limitations of playing an Octopode - namely, your nonexistent base defenses. The [[Transmuter]] start is a good demonstration. [[Spider Form]] provides a great [[EV]] boost; even raising AC for hatless folk. [[Ice Form]] is a more robust form, with damage and [[AC]] to match. Octopodes sport a great advantage over other Transmuters; most regular armour is melded, but fortunately, all eight of your rings retain their effects. However, most -Form spells still have a cost; they meld shields and prevent constriction.
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[[Talisman]] forms can be an attractive option: they can increase your AC and melee capabilities. As a bonus, you get to keep all 8 ring slots no matter which form you may be in. Therefore, Shapeshifting is a reasonably common choice for melee Octopodes. Even casters may want to invest in Shapeshifting in the late game.
  
[[Statue Form]] should be your end goal, giving you AC on par with well-armoured characters, while maintaining your unencumbered EV, constriction, hat, and shield slot. [[Cheibriados]] can assist with casting and fighting in the already sluggish Statue Form, though surviving long with Chei while being frail and without armour is a bit dubious. If you want to go further, both [[Storm Form]] and [[Dragon Form]] have their own uses, too.
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[[Statue Form]] is a reasonable end goal, giving you AC on par with a character in heavy armour, while maintaining your unencumbered [[EV]], constriction, and hat/shield slot. Both [[Dragon Form]] and [[Storm Form]], however, are strong alternatives. (Note that Dragon Form and Storm Form prevent constriction, but all other forms let you constrict.)
  
 
==Trivia==
 
==Trivia==
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==History==
 
==History==
Prior to [[0.16]], assuming Ice, Dragon, Tree, and Fungus forms would disable 6 of your 8 ring slots.
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*Prior to [[0.16]], assuming Ice, Dragon, Tree, and Fungus forms would disable 6 of your 8 ring slots.
 +
*For a brief time in [[0.11]]-trunk, Octopodes' squeeze was octupled - it dealt 96 base damage instead of 12 due to a bug.
 +
*Octopodes were introduced in [[0.10]].
  
 
{{species}}
 
{{species}}

Latest revision as of 17:12, 20 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
This page is about the player species. For the monster, see Octopode (monster).
These land-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, although their dual adaptation is not as good as that of the shapechanging merfolk.

Octopodes have eight tentacle-shaped legs, and need four of them to move. While a tentacle lacks fingers, two tentacles are a rough equivalent of a human's arm where item manipulation is concerned - including wielding two-handed weapons with four. They can use no armour other than loose hats, but can handle shields just fine. Another peculiarity they have is the ability to wear eight rings, one on each tentacle.

Their natural camouflage makes them excel at stealth, and they have good knowledge of poisons as well. They are also able to use their tentacles to constrict enemies - potentially several at a time!

Innate Abilities

  • Octopodes cannot use any type of armour other than shields and hats, nor can they cast Animate Armour.
  • Octopodes can wear up to eight rings at the same time.
  • Gelatinous Body 1: Octopodes have +1 AC and EV.
  • Camouflage 1: Octopodes have +40 Stealth.
  • Tentacles: Octopodes have eight tentacles, which grant a few auxiliary attacks.
    • Constrict: Octopodes may constrict enemies in combat (see below for details).
    • Tentacle Squeeze: Octopodes have an auxiliary squeeze attack (damage = 12).
    • Tentacle Slap: Octopodes replace their offhand punch with a tentacle slap. Tentacle slaps are mostly identical to offhand punches, but can be done when wielding a two-handed weapon or shield.
  • Nimble Swimmer: Octopodes are amphibious. While in water, they can swim with no penalties, and gain +50 stealth. (Unlike Merfolk, they don't get any bonuses to evasion or movement speed.) They are also immune to Engulf and drowning damage.

Octopodes have a base Strength of 7, Intelligence of 10 and Dexterity of 7 (before Background modifiers).

Constriction

Whenever you make a melee attack, you automatically attempt to constrict an enemy.

  • You must have a free tentacle to constrict with, each constriction takes one. Octopodes start with 8, but lose 2 per hand occupied (2 per one-handed weapon/shield, 4 if two-handed weapon).
  • The enemy must be the same size as you (medium) or smaller.

Constriction greatly reduces enemy EV and causes passive damage over time. Once it's successful, you'll continue as long as you remain on your current tile, even when waiting/casting spells. If you attack a new target, you constrict if you have a free tentacle. It ends if you move or if the enemy escapes. In general, enemies won't intentionally escape constriction; batty enemies will, and properties like trample and the Blink spell can move you/them.

Attempting to constrict 8 enemies at once is generally considered unwise.

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Octopodes receive the skills and equipment listed for their background, save for the following restrictions:

  • Octopodes receive no body armour. Any helmets are replaced with hats.
  • Any skill points in Armour are placed in Dodging instead.

Difficulty of Play

SimpleIntermediateAdvanced

Octopodes are a difficult race to play. The prospect of wearing eight amazing rings is appealing... but getting there is another matter. As a species with reduced health and almost no armour, Octopodes are very frail; combat can turn bad at the drop of a hat. Without the speed of a Spriggan or aptitudes of a Deep Elf, they are just plain difficult. You can eventually compensate: shields, talisman forms, and rings can boister your defense, but these all take time to develop.

Otherwise, they are a versatile species, with average-or-better aptitudes across the board. Don't think melee is unfeasible: Octopodes' constriction is very powerful. In the early Dungeon, even casters can find melee a useful backup option.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour N/A Spellcasting -1
Dodging 0
Maces & Flails 0 Shields 0 Conjurations 0
Axes 0 Stealth 4 Hexes 0
Polearms 0 Summonings 0
Staves 0 Invocations 1 Necromancy 0
Unarmed Combat 0 Evocations 1 Translocations 0
Throwing 0 Shapeshifting -1 Alchemy 1
Fire Magic 0
Short Blades 0 Ice Magic 0
Long Blades 0 Air Magic 0
Ranged Weapons 0 Experience 0 Earth Magic 0

Strategy

Skill breadth vs depth

Octopodes have roughly the same aptitudes as a Human, so they lend well to a broad use of skills. Since they can't wear armour, spells are rarely encumbered. Melee constriction, meanwhile, is a useful tool to have. This is evident in the early game, where your survival strategy may adapt itself on what useful item you get. For example, a mage start may find a dagger of venom, and clear enemies using that (and constriction). As you progress through the game, you may find yourself split between many different skills.

Item usage

Almost any source of AC should be considered. Rings of protection are usually the main source, but weapons of protection are worth a little more than normal.

Given that shields are one of only two types of armour an Octopode can use, many players will want to wear a shield, regardless of starting background.

Melee combat

Armed with an octet of squeezing tentacles, Octopodes' morphology allows them to excel at melee. With sufficient defense, most often achieved in the mid & late game, tackling multiple foes at once becomes a much more viable (read: less suicidal) option.

It's important to note that you cannot constrict targets that are large, giant, insubstantial, or gelatinous.

Shapeshifting

Talisman forms can be an attractive option: they can increase your AC and melee capabilities. As a bonus, you get to keep all 8 ring slots no matter which form you may be in. Therefore, Shapeshifting is a reasonably common choice for melee Octopodes. Even casters may want to invest in Shapeshifting in the late game.

Statue Form is a reasonable end goal, giving you AC on par with a character in heavy armour, while maintaining your unencumbered EV, constriction, and hat/shield slot. Both Dragon Form and Storm Form, however, are strong alternatives. (Note that Dragon Form and Storm Form prevent constriction, but all other forms let you constrict.)

Trivia

The octopode may have been loosely based upon the pacific northwest tree octopus (Octopus paxarbolis).

History

  • Prior to 0.16, assuming Ice, Dragon, Tree, and Fungus forms would disable 6 of your 8 ring slots.
  • For a brief time in 0.11-trunk, Octopodes' squeeze was octupled - it dealt 96 base damage instead of 12 due to a bug.
  • Octopodes were introduced in 0.10.
Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy