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Armataur: Difference between revisions

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===Long Tongue===
===Long Tongue===
*Potions that give status effects have the duration of their effects doubled (except for ambrosia).
*Potions that heal HP/MP give double healing.
*Potions that heal HP/MP give double healing.
**[[Potions of curing]] restore 10-22 HP,
**[[Potions of curing]] restore 10-22 HP.
**[[Potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP
**[[Potions of heal wounds]] and [[potions of magic]] restore 20-74 HP/MP
**[[Potions of ambrosia]] restore 6-10 HP and MP per turn.  
**[[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).
*Other potions' effects are directly doubled:
*Other potions' effects are directly doubled:
**[[Potions of experience]] grant two XP levels.
**[[Potions of experience]] grant two XP levels.

Revision as of 20:49, 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 are a hybrid species, with a humanoid torso atop a larger body.
    • Deformed: Armataurs get only half of the armour's base AC.
    • Armataurs cannot wear boots, but may equip bardings.
    • Armataurs are large enough to attack normally while standing in shallow water (though they still move slowly through it).
    • Armataurs are less encumbered by shields than medium-sized species.
  • Rugged Brown Scales 3: Armataurs are covered in rugged brown scales (AC +3, +7% max HP).
  • 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 attacks.
  • Awkward Tongue: Armataurs read scrolls 50% slower.
  • Long Tongue: Potion effects are doubled. See below for detail.

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

Long Tongue

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