Difference between revisions of "Shapeshifter"

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==Racial restrictions==
 
==Racial restrictions==
As [[Ghoul]]s and [[Mummies]] cannot transform themselves, they are forbidden for becoming Shapeshifters.
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[[Ghoul]]s and [[Mummies]] are forbidden from becoming Shapeshifters, as they cannot use talismans to transform themselves.
  
 
==Starting Equipment==
 
==Starting Equipment==

Revision as of 23:58, 13 July 2023

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.
Shapeshifters use talismans to shift their body into different forms, granting them uncanny power but making them unable to use some items. They enter the dungeon with a beast talisman and a potion of lignification.

For the monster, see shapeshifter (monster).

Shapeshifters are wanderers who specialise in Shapeshifting, using talismans to shift their form. They are best described as kung-fu mad scientists.

Preferred Species

Merfolk, Draconian, Troll, Demonspawn, Demigod, and Meteoran are the recommended species if you pick a Shapeshifter Background.

Racial restrictions

Ghouls and Mummies are forbidden from becoming Shapeshifters, as they cannot use talismans to transform themselves.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Shapeshifters start the game in Beast Form.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Transmuter adds 7 to your starting Strength and 5 to your starting Dexterity.

Strategy

Unarmed Combat, with a base damage of 3, usually starts off weaker than a weapon. In addition, Beast Form does not give a special boost to Unarmed Combat; it boosts all melee damage. Therefore, it may be wise to switch to a weapon during the first few floors. Note that other talisman forms do boost your unarmed damage, though.

Skilling

Shapeshifters have more complex skill decisions than most weapon starts. What you find on D:1 - D:2 can influence the best thing to train to increase early game survival.

  • If you find a short sword or spear at XL 1-2, it'll be stronger than most species' fists. Use them, even if for a short while. Note that plain daggers (outside of stabbing) and clubs will be weaker than 2 UC skill fists.
Keep note of branded weapons; brands like venom and electrocution are strong enough to warrant switching to weapons for the medium-term.
  • Players who haven't found a weapon yet will want to train Unarmed Combat, which increases chance of survival. At 4 UC skill, your fists will be stronger than any unbranded short sword or spear you find on the ground (at 0 weapon skill).
  • In the early game, Shapeshifting skill (with Beast Form) is less valuable than Unarmed Combat skill, but more valuable than any weapon skill.
    • Each level of UC gives more damage than a level of Shapeshifting. If using Unarmed Combat, train that (instead of Shapeshifting) for a while.
    • Each level of Shapeshifting gives more damage/accuracy than most weapon skills. But, since the first few levels of a skill are cheap, you should also get a few levels in a weapon skill. For Humans, going from 3 -> 4 Shapeshifting would take the same XP as 0 -> 3 weapon skill.
If you decide to abandon Shapeshifting entirely, then a weapon skill has better long-term prospects.
(Of course, if you find a talisman better than Beast Form, training Shapeshifting can be a good thing to do, UC or not.)

History

  • Will be introduced in trunk. Previously, the Transmuter background let you change forms..