Difference between revisions of "Spider Form"

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==Strategy==
 
==Strategy==
This spell is quite useful for low-level Transmuters, as it is fairly easy to cast. Players already into Transmutations can put 1 or 2 levels in [[Poison Magic]] to get this spell running. Spider Form gives a boost in evasion, and a minor buff in unarmed combat. What's important is the poison; it deals big damage, and few enemies in the early dungeon are resistant to it. Once enemies are extremely poisoned (3 poison drops in Tiles), you can start backing off, letting toxins do their work.
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Spider Form gives access to [[venom]]-branded attacks. A [[dagger]] of venom is a strong weapon up into [[Lair]], and spider fangs are even better. Once enemies are extremely poisoned (3 poison drops in Tiles), you can start backing off, letting the toxins do their work. It also gives a bonus to [[EV]].
  
The evasion bonus is helpful, but be aware that when monsters ''do'' manage to land a hit, you'll have very low [[AC]] to reduce it. [[Octopode]] and [[felid]] transmuters won't have to worry about the AC reduction, as their natural AC is already extremely low.
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Transmuters can afford 1-2 levels of Poison Magic in order to get the spell running. Even at 30+ failure, this spell is reasonable to cast, since you only need 1 successful cast to transform.
  
Be careful about using this spell around enemies with poisonous attacks, as you'll be vulnerable to poison, unless you've found jewellery with rPois. For poisonous enemies, consider upgrading to [[Ice Form]] -- if you can afford to train it. Other hazards to watch out for are high-accuracy effects, such as [[Fireball]] or [[Airstrike]].  
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However, Spider Form isn't with its downsides.
 
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* The evasion bonus is helpful, but be aware that when monsters ''do'' manage to land a hit, you'll have very low [[AC]] to reduce it.
Finally, Spider Form starts to become weak during the [[Lair]] rune branches, and often well before. Three of the branches feature [[poison]] as a major threat, and the other features [[silver]] weaponry, which deals extra damage against transmutated players. In addition, venom loses its relative potency, and the lack of AC or [[SH]] becomes very noticeable.
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** While [[Octopodes]] and [[Felid]]s don't have much AC to begin with, both species still lose ''something'' with spider form. Octopodes lose their constriction. Felids lose their fast movement speed.
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* rPois- is a liability against adders and the like, unless you have poison immunity.
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* You can't throw things like [[dart]]s in Spider Form.
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By the time you enter [[Lair]] - a branch with many poisonous enemies, and many enemies with rPois - Spider Form starts to get weak. Even if you ignored all the poison, the lack of any AC or [[SH]] is very noticeable. Transmuters will want to upgrade to [[Ice Form]], or stick to base unarmed combat.
  
 
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Revision as of 22:37, 18 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Spider Form

Spider Form is a level 3 Poison/Transmutation spell that transforms the user into a spider-like creature.

Transmuters start with this spell available.

Transformation

This transformation grants the following:

Pros:

Cons:

  • Melds all equipment except jewellery
  • Cannot throw weapons
  • Natural AC is 2
  • -10% to spell success
  • Vulnerability to poison.
    • Can be negated with a source of poison resistance; but even with multiple sources of rPois, you won't resist it.
    • Players immune to poison retain their immunity.

The duration of the transformation is 8 + 2d<power> turns, capped at 60[1].

Mummies and ghouls cannot memorize this spell. Vampires can memorize this spell, but cannot cast it if they are bloodless.

Strategy

Spider Form gives access to venom-branded attacks. A dagger of venom is a strong weapon up into Lair, and spider fangs are even better. Once enemies are extremely poisoned (3 poison drops in Tiles), you can start backing off, letting the toxins do their work. It also gives a bonus to EV.

Transmuters can afford 1-2 levels of Poison Magic in order to get the spell running. Even at 30+ failure, this spell is reasonable to cast, since you only need 1 successful cast to transform.

However, Spider Form isn't with its downsides.

  • The evasion bonus is helpful, but be aware that when monsters do manage to land a hit, you'll have very low AC to reduce it.
    • While Octopodes and Felids don't have much AC to begin with, both species still lose something with spider form. Octopodes lose their constriction. Felids lose their fast movement speed.
  • rPois- is a liability against adders and the like, unless you have poison immunity.
  • You can't throw things like darts in Spider Form.

By the time you enter Lair - a branch with many poisonous enemies, and many enemies with rPois - Spider Form starts to get weak. Even if you ignored all the poison, the lack of any AC or SH is very noticeable. Transmuters will want to upgrade to Ice Form, or stick to base unarmed combat.

Spider Form
Spider transform.png

History

  • Prior to 0.28, Spider Form had a power cap of 200.
  • Prior to 0.22, Spider Form prevented usage of wands.
  • Prior to 0.20, followers of the Shining One incurred penance if they poisoned sentient, non-evil monsters.
  • Prior to 0.19, Spider Form gave a large stealth bonus.
  • Prior to 0.15, Spider Form provided above-average speed and the ability to cling to walls.

References

  1. form-data.h:78 (0.28.0)
Transformations
Talisman Beast FormFlux FormBlade FormMaw FormSerpent FormDragon FormStatue FormDeath FormStorm Form
Bad Forms Bat FormFungus FormPig FormTree FormWisp Form
Divine Shadow Form