Draconian
Template:Version033 This article covers the player species. For the monster, see Draconian (monster). For a list of all monstrous draconians, see List of draconians. Template:Flavour
Innate Abilities
- Draconians' wings and oddly-shaped heads prevent them from wearing helmets or any form of body armour. They can't cast Animate Armour.
- Armoured Tail 1: Draconians have an auxiliary tail-slap attack.
- Scales: Draconians start with +4 AC, and gain an additional +1 AC every 3rd level.
- Cold-blooded: Draconians are slowed by certain cold-based attacks. Cold resistance negates this.
- While in Dragon Form, Draconians retain their scale bonus (with a -6 AC penalty), tail slap, colour, and breath weapon. The breath recharges faster while in this form and it is boosted by Shapeshifting skill.
Draconians have a base Strength of 10, Intelligence of 8 and Dexterity of 6 (before Background modifiers) and have normal base MP.
Preferred Backgrounds
- Zealots: Berserker
- Adventurers: Shapeshifter
- Mages: Conjurer, Fire Elementalist, Ice Elementalist, Air Elementalist, Earth Elementalist, Alchemist
Level Bonuses
- +1 to a random stat every 4th level.
- 10% more HP than average.
- +3 willpower per level.
- +1 AC every 3rd level as scales continue to harden.
- Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.
Difficulty of Play
With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear body armour, their scales provide AC without the usual armour encumbrance. Because of this, Draconians make good spellcasters and ranged fighters. Otherwise, their aptitudes are roughly average across the board, so they can do well in most roles.
Draconians change colors at level 7, gaining limited-but-powerful breath attacks that recharge with XP. Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
Colors
Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a breath attack, resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.
Red
- Skills: +2 Fire Magic, -2 Ice Magic
- Resists: rF+
- Breath: A bolt of flame that creates a 3x3 explosion on each enemy it hits.
White
- Skills: +2 Ice Magic, -2 Fire Magic
- Resists: rC+ (negates effects of being cold-blooded)
- Breath: A bolt of frost that turns enemies it kills into blocks of ice.
Green
- Skills: +2 Alchemy
- Resists: rPois
- Breath: A bolt of noxious fumes that leaves behind Mephitic Clouds on the affected tiles.
- Melee: Gains a venomous stinger 2 at level 14.
Yellow
- Skills: +2 Forgecraft
- Resists: rCorr
- Breath: A corrosive acidic bolt that corrodes enemies and creates acidic fog clouds on unoccupied tiles.
- Melee: Gains acidic saliva at level 14.
Grey
- Skills: +2 Earth Magic, -2 Air Magic
- Resists: Gain +5 to AC at level 14.
- Breath: A ball of mud that knocks back whatever it hits and drenches a 3x3 area in mud which impedes enemy movement and causes them to sometimes fumble their attacks.
- Movement: Amphibious (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)
Black
- Skills: +2 Air Magic, -2 Earth Magic
- Resists: rElec
- Breath: A lightning projectile that arcs to every creature connected to the target.
- Movement: Gains big wings at level 14.
Purple
- Skills: +2 Spellcasting (to +1), +2 Hexes (to +1), +1 Evocations
- Resists: Immediate +40 willpower. Gain Inviolate Magic at level 14 (immune to dispelling; hostile MP drain is reduced by 2/3).
- Breath: A projectile that explodes in a 5x5 area, dealing irresistible damage, applying antimagic, and removing buffs (e.g., Haste, Invisibility).
Pale
- Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations
- Resists: rSteam
- Breath: Steam clouds that block LOS and deal damage to creatures without fire resistance.
History
- Prior to 0.33, yellow Draconians did not have a positive Forgecraft aptitude, and green Draconians only gained level 1 Stingers. Also, all Draconians did not have the proper Armoured Tail mutation (but had identical tail-slaps, just not as a mutation).
- Draconian breath attacks were reworked in 0.32. For how they worked prior to this version, see here. In addition:
- Grey draconians gained +5 AC at XL 7 instead of XL 14.
- Purple draconians gained +6 willpower per level instead of +3. However, they did not gain a flat +40 willpower, nor did they get Inviolate Magic.
- Prior to 0.30, pale Draconian's breath had a cooldown twice as short.
- Prior to 0.27, Draconians did not have innate GDR, as it was tied to a player's body armour. Also, grey Draconians were unbreathing instead of amphibious, which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back flying opponents.
- Prior to the Charms school's removal in 0.26, purple Draconians were particularly skilled with Charms compared to other draconians.
- Prior to 0.20, players could also become mottled Draconians, which could breathe Sticky Flames and learned Fire Magic slightly quicker. Additionally, all mature draconian player ghosts had a negative energy breath weapon, making them even more dangerous opponents.
- As of 0.12, all Draconians are considered cold-blooded.
- Prior to 0.11, grey Draconians were elementally neutral, receiving bonuses to Stealth and Stabbing in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).
- Prior to 0.10, Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.
- Prior to 0.7, grey Draconians got better stats to make up for their lack of a breath attack.