Poltergeist

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Template:Version034 Template:Flavour Poltergeists are an insubstantial undead species with interchangeable auxiliary armour.

Innate Abilities

Poltergeists have a base Strength of 4, Intelligence of 10 and Dexterity of 9 (before Background modifiers) and have normal base magic points.

Preferred Backgrounds

Poltergeists are forbidden from becoming Shapeshifters.

Level Bonuses

  • +1 dexterity or intelligence every 5th level.
  • 10% less hit points than average.
  • +4 willpower per level.
  • At XL 13, they gain the Cacophony ability. For each piece of armour equipped, an allied haunted armour is summoned. These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. For the duration you create a loud noise. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration. (Coded as the Formless 2 mutation.)
    • This ability may be used even if worshipping Okawaru.

Starting Skills and Equipment

Poltergeists start with all the skills and equipment listed for their background, with the following exception:

  • Body armour is replaced with a +1 cloak.

Difficulty of Play

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While Poltergeists have a large amount of built-in resistances and immunities, their low HP and inability to wear body armour makes their base defenses bad, especially early on, when aux armour items have not been found. Thus, they'll tend to lean heavily into inflicting debuffs to benefit from the Trickster passive.

The unlucky XL 13 grants poltergeists a strong (if infrequently-available) ability in Cacophony, which immediately surrounds them in allies that can inflict debuffs. This can help substantially with covering an escape to a staircase or to overwhelm individual foes, but should be used with a fair bit of caution on unknown floors or floors with known vaults due to being extremely loud for the entire duration.

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Strategy

Ways of inflicting debuffs include:

  • Spells: Hexes are the most obvious to use due to the +4 aptitude, though they still have good +1 apts for Necromancy and Alchemy that can both debuff and either provide allies or deal direct damage. While Hexes will eventually fall off lategame due to higher will and infinite will enemies, the +4 aptitude makes it cheap to invest (and easy to switch). In addition, it can bridge into Summonings, as both Summon Mana Viper and Sphinx Sisters are part Hexes.
  • Weapons of draining and chaos are much better on Poltergeists than other species, as both brands can both inflict status debuffs. Chaos can set up stabs, but could give an enemy a positive-for-the-defender effect.
  • Evocable / throwing items, like wands of acid/wands of light, a phial of floods, or darts (other than poison darts), can inflict debuffs and are relatively common.
  • God choice can help out significantly when early item luck runs dry.
    • Gods with passive debuffs: Includes Hepliaklqana's hexer ancestor, Uskayaw Line Pass and Solo Time, Ru's aura, and Gozag's gold aura (daze only). Xom always presents some degree of risk, but can regularly defeat or hinder enemies for free and can provide strong chaos weapons.
    • Cheap active ability debuffs: Kikubaaqudgha provides Sign of Ruin and helps find Necromancy spells. Makhleb's Destruction (3 of 4 types have a 50% chance to debuff) and certain demon summons have debuffs. Nemelex has a variety of cards to inflict statuses, with the deck of destruction having many. Fedhas' Ballistomycetes can inflict confusion without checking willpower or HD, and oklobs corrode.
    • Indirect: Sif Muna can help find relevant spells. Dithmenos' shadow mimic can copy your debuff spells.

History

  • Poltergeists were added in 0.33, as a replacement for Vampires.

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