Beastly Appendage: Difference between revisions
More actions
imported>Kekekela |
imported>MoogleDan Updated for 0.11 |
||
| Line 1: | Line 1: | ||
{{version011}} | |||
{{Spell | {{Spell | ||
|name=Beastly Appendage | |name=Beastly Appendage | ||
| Line 17: | Line 19: | ||
*[[Bad_mutations#Horns|Horns]] - Prevented by use of [[helmet]]s, but allows for an auxiliary headbutt. | *[[Bad_mutations#Horns|Horns]] - Prevented by use of [[helmet]]s, but allows for an auxiliary headbutt. | ||
*[[Bad_mutations#Talons|Talons]] - Prevented by use of [[boots]] or lack of feet, but allows for an auxiliary kick. | *[[Bad_mutations#Talons|Talons]] - Prevented by use of [[boots]] or lack of feet, but allows for an auxiliary kick. | ||
* | *[[Bad_mutations#Claws|Claws]] - Prevented by use of [[gloves]], but deals more damage than a standard punch and may inflict [[bleeding]]. | ||
**Octopodes gain spiked tentacles instead | **Octopodes gain spiked tentacles instead. | ||
The duration of these mutations is dependent upon your [[spell power]]. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation. | The duration of these mutations is dependent upon your [[spell power]]. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation. | ||
| Line 25: | Line 27: | ||
==Strategy== | ==Strategy== | ||
Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive; | Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive; Claws and Horns are much more powerful than Talons. If you're willing to wear boots, leave your hand slot empty, and only wear a [[cap]] or [[wizard hat]], you can guarantee that only the more useful mutations will occur. | ||
==History== | ==History== | ||
Beastly Appendage was added in [[0.10]]. | Beastly Appendage was added in [[0.10]]. | ||
Prior to [[0.11]], Beastly Appendage gave you Tentacles for arms instead of Claws. | |||
Claws will no longer be a possible mutation in [[0.12]]. | |||
Revision as of 22:52, 16 January 2013
| Level | 1 |
|---|---|
| School1 | Transmutation |
| Source(s) | |
| Casting noise | 1 |
| Spell noise | 0 |
| This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour. |
Beastly Appendage is a level 1 Transmutations spell which briefly gives you one of the following temporary Unarmed Combat-enhancing mutations:
- Horns - Prevented by use of helmets, but allows for an auxiliary headbutt.
- Talons - Prevented by use of boots or lack of feet, but allows for an auxiliary kick.
- Claws - Prevented by use of gloves, but deals more damage than a standard punch and may inflict bleeding.
- Octopodes gain spiked tentacles instead.
The duration of these mutations is dependent upon your spell power. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation.
Transmuters begin with this spell memorized.
Strategy
Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive; Claws and Horns are much more powerful than Talons. If you're willing to wear boots, leave your hand slot empty, and only wear a cap or wizard hat, you can guarantee that only the more useful mutations will occur.