Difference between revisions of "Transmuter"

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{{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.}}
 
{{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.}}
 
'''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them.  
 
'''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them.  
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==Racial restrictions==
 
==Racial restrictions==
[[Ghoul]]s and [[Mu]]mmies are forbidden for becoming transmuters, because they cannot use most of the transmutation spells.
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[[Ghoul]]s and [[Mu]]mmies are forbidden for becoming transmuters, because they cannot use most transmutations.
 
 
 
==Starting Equipment==
 
==Starting Equipment==
 
Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
 
*+0 [[robe]]
 
*+0 [[robe]]
*12 [[arrow]]s
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*[[Book of Changes]]
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'''Available Spells:'''
*[[Ration]]
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*[[Beastly Appendage]]
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*[[Wereblood]]
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*[[Spider Form]]
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*[[Ice Form]]
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*[[Blade Hands]]
  
 
Transmuters start with the [[Beastly Appendage]] spell memorised.
 
Transmuters start with the [[Beastly Appendage]] spell memorised.
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==Strategy==
 
==Strategy==
  
Transmuters in general have a rough start to the dungeon. Unarmed combat, even though strong later in the game, struggles to keep up with weapons in the early game with a base damage of only 3 for most species. Casting [[Beastly Appendage]] before every fight is a must for survival.
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Transmuters in general have a somewhat rough start to the dungeon. [[Unarmed Combat]], even though strong later in the game, struggles to keep up with weapons in the early game with a base damage of only 3 for most species. Casting [[Beastly Appendage]] before every fight is a must for survival, and is recommended even if you play an already strong species like [[Minotaur]] or [[Troll]].
 
 
At level 2, transmuters get access to a more powerful spell in the form of [[Sticks to Snakes]]. Even the basic ball pythons with their constriction ability can be decent allies in packs, but adders are really the meat of this spell and can wreck even ogres for you.
 
  
 
[[Spider Form]] gives boosts to unarmed damage and evasion while also making your attacks venom-branded. Unfortunately it also melds all of your armor and leaves you vulnerable to poison yourself.
 
[[Spider Form]] gives boosts to unarmed damage and evasion while also making your attacks venom-branded. Unfortunately it also melds all of your armor and leaves you vulnerable to poison yourself.
  
[[Ice Form]] is a more robust form with useful resistances and good damage. [[Blade Hands]] lets you keep most of your equipment while boosting your base damage to a formidable 22.
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[[Ice Form]] is a more robust form with useful resistances and good damage. [[Blade Hands]] lets you keep most of your equipment, while boosting your base damage to a formidable 22.
  
 
==History==
 
==History==
Prior to [[0.14]], transmuters started with 20 [[gold]].
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*In [[0.27]], Transmuters will be untied to the shortened [[Book of Changes]], with their spell list unchanged. They lost [[Blade Hands]], however.
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*Prior to [[0.26]], transmuters started with [[Sticks to Snakes]] instead of [[Wereblood]]. As such, their starting [[arrows]] were removed, too.
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*Prior to [[0.14]], transmuters started with 20 [[gold]].
  
 
{{backgrounds}}
 
{{backgrounds}}
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]

Revision as of 23:13, 11 July 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.

Transmuters are magicians who specialise in Transmutations magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them.

Preferred Races

Troll, Naga, Merfolk, Draconian, Demigod and Demonspawn are the recommended races if you pick a Transmuter Background.

Racial restrictions

Ghouls and Mummies are forbidden for becoming transmuters, because they cannot use most transmutations.

Starting Equipment

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

Available Spells:

Transmuters start with the Beastly Appendage spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Transmuter adds 2 to your starting Strength, 5 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Transmuters in general have a somewhat rough start to the dungeon. Unarmed Combat, even though strong later in the game, struggles to keep up with weapons in the early game with a base damage of only 3 for most species. Casting Beastly Appendage before every fight is a must for survival, and is recommended even if you play an already strong species like Minotaur or Troll.

Spider Form gives boosts to unarmed damage and evasion while also making your attacks venom-branded. Unfortunately it also melds all of your armor and leaves you vulnerable to poison yourself.

Ice Form is a more robust form with useful resistances and good damage. Blade Hands lets you keep most of your equipment, while boosting your base damage to a formidable 22.

History

Backgrounds
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Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver