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Armataur: Difference between revisions

From Ashenzari's Archive
Hordes (talk | contribs)
→Innate Abilities: oh, does armataur + gozag do anything?
Hordes (talk | contribs)
m →Innate Abilities: might deserve a seperate section, honestly
Line 14: Line 14:
*'''[[Rollpage]] 1''': Armataurs have innate [[rampaging]], rolling quickly as they move towards enemies.
*'''[[Rollpage]] 1''': Armataurs have innate [[rampaging]], rolling quickly as they move towards enemies.
*'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s.
*'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s.
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower.
*'''[[Long Tongue]]''': Potion effects are doubled:
*'''[[Long Tongue]]''': Potion effects are doubled:
**Potions that heal HP/MP are doubled.  
**Potions that heal HP/MP give double healing.
***[[Potions of curing]] restore 10-22 HP, [[potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP, and [[potions of ambrosia]] restore 6-10 HP and MP per turn.  
***[[Potions of curing]] restore 10-22 HP, [[potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP, and [[potions of ambrosia]] restore 6-10 HP and MP per turn.  
**Potions that give status effects have the duration of their effects doubled (except for ambrosia).
**Potions that give status effects have the duration of their effects doubled (except for ambrosia).
**[[Potions of experience]] grant two XP levels.
**Other potions' effects are roughly doubled:
**[[Potions of degeneration]] temporarily reduce each stat by 2-6 points.
***[[Potions of experience]] grant two XP levels.
**[[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation.
***[[Potions of degeneration]] temporarily reduce each stat by 2-6 points.
**[[Potions of cancellation]] remove 2000-10000 points of [[magic contamination]].
***[[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation.
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower.
***[[Potions of cancellation]] remove 2000-10000 points of [[magic contamination]].


Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).

Revision as of 20:46, 4 November 2022

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.
This page is a stub. You could probably expand this page should you wish to do so.
The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.

Armataurs instinctively roll when moving toward foes, getting a free move. Their long, nimble tongues drink every last drop from potions, doubling their effects, but the strange syllables of magical scrolls slow them down. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on.

Innate Abilities

Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Armataurs start with the skills and equipment listed for their background.

Difficulty of Play

Skill aptitudes

History

Species
Simple Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll
Intermediate Human • Kobold • Demonspawn • Djinni • Spriggan • Revenant • Tengu • Oni • Barachi
Advanced Coglin • Vine Stalker • Poltergeist • Demigod • Formicid • Naga • Octopode • Felid • Mummy