Difference between revisions of "Vine Stalker"

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(Clarified bite mechanics, added basic Strategy (feel free to expand it), changed difficulty to Easy.)
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==Innate Abilities==
 
==Innate Abilities==
*Antimagic bite: Vine Stalkers start with [[Fangs]] 2, and gain one mutation level at XL 8. This [[auxiliary attack]] has an [[antimagic]] brand, and can restore some [[MP]] depending on how much damage was inflicted and the current MP percentage.
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*[[Antimagic]] bite: Vine stalkers begin play with [[Fangs]] 2, and gain Fangs 3 at XL 8. Unlike other species, this [[auxiliary attack]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (this does not reduce your maximum MP capacity, however). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.
 
{{crawlquote|'''Damage done''': Fangs_level×2 + 2×XL/3<br>'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}
 
{{crawlquote|'''Damage done''': Fangs_level×2 + 2×XL/3<br>'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}
*Vine Stalkers cannot restore their hit points with [[potion]]s or [[wand]]s.
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*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].
*[[Regeneration]] 1: They gain mutation levels at XL 6 and 12
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*[[Regeneration]] 1. This increases at XL 6, and again at 12.
 
*[[Spirit shield]]
 
*[[Spirit shield]]
 
*[[Rotting]] resistance
 
*[[Rotting]] resistance
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==Difficulty of Play==
 
==Difficulty of Play==
{{Moderate}}
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{{Easy}}
  
 
{{species_aptitudes|Vine Stalker}}
 
{{species_aptitudes|Vine Stalker}}
  
 
==Strategy==
 
==Strategy==
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'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.
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However, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regeneration is an excellent replacement, and all other sources of [[healing]] still function as normal.
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Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role.
  
 
==History==
 
==History==
 
Vine Stalkers will be added in [[0.14]].
 
Vine Stalkers will be added in [[0.14]].

Revision as of 19:41, 5 March 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.
This page is a stub. You could probably expand this page should you wish to do so.
Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.

Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.

Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.

Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.

Innate Abilities

  • Antimagic bite: Vine stalkers begin play with Fangs 2, and gain Fangs 3 at XL 8. Unlike other species, this auxiliary attack disrupts enemy spellcasting capabilities as though it had the antimagic brand (this does not reduce your maximum MP capacity, however). Each bite also has a chance to restore some MP depending on how much damage was inflicted and your current MP percentage.
Damage done: Fangs_level×2 + 2×XL/3
Drained MP: 1dDamage_done × (1.25 - MP/MaxMP)

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Vine Stalkers receive the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour -2 Spellcasting 0
Dodging -2
Maces & Flails -1 Shields -1 Conjurations 0
Axes -1 Stealth 3 Hexes 0
Polearms -1 Summonings 0
Staves -1 Invocations 0 Necromancy 0
Unarmed Combat 0 Evocations -1 Translocations 0
Throwing -1 Shapeshifting -1 Alchemy 0
Fire Magic 0
Short Blades -1 Ice Magic 0
Long Blades -1 Air Magic 0
Ranged Weapons -1 Experience 0 Earth Magic 0

Strategy

Vine stalkers are a surprisingly durable species. In spite of their spriggan-sized HP pools and unimpressive defensive skill aptitudes, their innate spirit shield intrinsic means that a portion of all incoming damage is redirected to their MP; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than trolls, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of eyes of draining, ghost moths, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.

However, they are even less capable of immediate healing than mummies, unable to benefit from potions of heal wounds or wands of heal wounds, and only receiving the status effect recovery aspect of potions of curing. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regeneration is an excellent replacement, and all other sources of healing still function as normal.

Apart from a knack for Stealth and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role.

History

Vine Stalkers will be added in 0.14.