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	<title>Armataur - Revision history</title>
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	<updated>2026-08-04T11:07:51Z</updated>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version033}}&lt;br /&gt;
{{flavour|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.&lt;br /&gt;
&lt;br /&gt;
Armataurs instinctively roll when moving toward foes, getting a free move and regenerating magic. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.}}&lt;br /&gt;
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==Innate Abilities==&lt;br /&gt;
*Armataurs are a hybrid species, with a humanoid torso atop a larger body.&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;[[Deformed]]&amp;#039;&amp;#039;&amp;#039;: Armataurs get only half of their body armour&amp;#039;s base [[AC]].&lt;br /&gt;
**Armataurs get an [[EV]] and [[Dodging]] penalty, due to their size.&lt;br /&gt;
**Armataurs cannot wear [[boots]], but may equip [[barding]]s.&lt;br /&gt;
**Armataurs are large enough to attack and move normally while standing in [[shallow water]].&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Tough Skin]] 3&amp;#039;&amp;#039;&amp;#039;: Armataurs are covered in tough skin (AC +3).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Rollpage]] 1&amp;#039;&amp;#039;&amp;#039;: Armataurs have innate [[rampaging]] - when moving in a straight line towards an enemy, they get a free move.&lt;br /&gt;
**Also, after rampaging, Aramtaurs recover MP more quickly. See below for details.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Armoured Tail]] 2&amp;#039;&amp;#039;&amp;#039;: Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s.&lt;br /&gt;
&lt;br /&gt;
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).&lt;br /&gt;
&lt;br /&gt;
===Heal on Rampage===&lt;br /&gt;
When Armataurs make a rampage move, a &amp;quot;heal duration&amp;quot; is increased by 1 turn, to a maximum of 7.&amp;lt;ref&amp;gt;{{source ref|0.31.0|player.cc|4921}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While this heal duration lasts, your MP regeneration is increased by &amp;lt;code&amp;gt;(turns_remaining + 1) * 0.33&amp;lt;/code&amp;gt; MP/turn.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|player.cc|1297}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you reach XL 7, you&amp;#039;ll also recover HP faster. Your HP regeneration is increased by &amp;lt;code&amp;gt;(turns_remaining + 1) * 0.65&amp;lt;/code&amp;gt; HP/turn.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|player.cc|1202}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Warriors&amp;#039;&amp;#039;&amp;#039;: [[Fighter]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Zealots&amp;#039;&amp;#039;&amp;#039;: [[Berserker]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Warrior-Mages&amp;#039;&amp;#039;&amp;#039;: [[Warper]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mages&amp;#039;&amp;#039;&amp;#039;: [[Hedge Wizard]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]], [[intelligence]], or [[dexterity]] (equal chance) every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
*At XL 7, rampaging will recover HP in addition to MP (&amp;#039;&amp;#039;&amp;#039;Rollpage 2&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Armataurs start with the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Armataurs may have reduced AC from Deformed, but their natural skin, [[barding]]s, and aforementioned HP help make up for that.&lt;br /&gt;
&lt;br /&gt;
{{species aptitudes|Armataur}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Watch out for rampaging - if you aren&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*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).&lt;br /&gt;
*In [[0.31]], Armataurs were reworked. Prior to this version:&lt;br /&gt;
**Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue ([[scroll]]s 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&amp;#039;s duration was still capped at 80 turns, so it was often less than &amp;quot;double&amp;quot; duration in practice. See [http://crawl.chaosforge.org/index.php?title=Armataur&amp;amp;oldid=76915#Long_Tongue this revision] for details.&lt;br /&gt;
**Armataurs did not recover HP or MP when rampaging.&lt;br /&gt;
**Armataurs had [[Rugged Brown Scales]] 3 (+3 AC, +7% HP) instead of Tough Skin 3.&lt;br /&gt;
*Armataurs were introduced in [[0.30]], replacing the [[Palentonga]] species.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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