Armataur
Template:Version033 Template:Flavour
Innate Abilities
- Armataurs are a hybrid species, with a humanoid torso atop a larger body.
- Tough Skin 3: Armataurs are covered in tough skin (AC +3).
- Rollpage 1: Armataurs have innate rampaging - when moving in a straight line towards an enemy, they get a free move.
- Also, after rampaging, Aramtaurs recover MP more quickly. See below for details.
- Armoured Tail 2: Armataurs have armoured tails that they may use to make especially damaging tail-slap auxiliary attacks.
Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).
Heal on Rampage
When Armataurs make a rampage move, a "heal duration" is increased by 1 turn, to a maximum of 7.<ref>Template:Source ref</ref>
While this heal duration lasts, your MP regeneration is increased by (turns_remaining + 1) * 0.33 MP/turn.<ref>Template:Source ref</ref>
Once you reach XL 7, you'll also recover HP faster. Your HP regeneration is increased by (turns_remaining + 1) * 0.65 HP/turn.<ref>Template:Source ref</ref>
Preferred Backgrounds
- Warriors: Fighter
- Zealots: Berserker
- Warrior-Mages: Warper
- Mages: Hedge Wizard
Level Bonuses
- +1 strength, intelligence, or dexterity (equal chance) every 4th level.
- 10% more HP than average.
- +3 willpower per level.
- At XL 7, rampaging will recover HP in addition to MP (Rollpage 2).
Starting Skills and Equipment
Armataurs start with the skills and equipment listed for their background.
Difficulty of Play
Armataurs are a somewhat easy species to play. They have low EV and slightly below average aptitudes, but have high HP and a neat rampaging bonus. In general, Armataurs are well suited for both melee and magic play.
Armataurs may have reduced AC from Deformed, but their natural skin, bardings, and aforementioned HP help make up for that.
Strategy
Watch out for rampaging - if you aren't paying attention, you may move further than intended. For example, you might zip past the stairs if a monster is on the other side of it. If you want to get to a specific tile, you might be able to zigzag diagonally to get there.
History
- Prior to 0.33, Armataurs had a +2 Armour aptitude, but the Armour skill ignored Deformed for determining AC bonus. Also, they only had 1 level of Armoured Tail (which did the same damage).
- In 0.31, Armataurs were reworked. Prior to this version:
- Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue (scrolls took 50% longer to read). Note that doubled potion effects had a few special cases: for example, the potion of might only doubled the duration, not doubled the damage from might. Also, the potion's duration was still capped at 80 turns, so it was often less than "double" duration in practice. See this revision for details.
- Armataurs did not recover HP or MP when rampaging.
- Armataurs had Rugged Brown Scales 3 (+3 AC, +7% HP) instead of Tough Skin 3.
- Armataurs were introduced in 0.30, replacing the Palentonga species.
References
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