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» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and flag details, elements
» (6) Monster details
» (7) Character details
» (7.7c) Druid forms
» (8) Tactics & strategy
» (9) Miscellanous

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(7.7b) Useful low-level forms for weapon-based mimicry and more
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(7.8) Spells and prayers
(7.7c) Druid forms                                                              
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The according polymorph code is given in parentheses below the creature name.
Note: Some druid forms can open doors, others may try to bash doors.
      Also, all animal forms are able to travel through woods.
You can use the /ex command in game to see which forms you can use, and what
polymorph code they have.

Lore-wise all hydras have extraordinary hit point renegeration (that doesn't
further stack with REGEN flag) as their heads regrow quickly when cut.

Note: If a monster can fly that means it will grant the player the 'levitation'
      ability.

Level 5:
--------
Cave bear               tough; can pass mountain terrain
(Code 160)

Panther                 speedy
(Code 198)

Level 10:
---------
Grizzly bear            same as Cave bear, but tougher
(Code 191)

Yeti                    can pass mountain terrain;
(Code 154)              is immune to cold but susceptible to fire

Level 15:
---------
Griffon                 can fly; can pass mountain terrain
(Code 279)

Sasquatch               speedy; can pass mountain terrain and woods;
(Code 343)              immune to cold like Yeti, but not susceptible to fire;

Level 20:
---------
Werebear                same as Grizzly bear, but tougher
(Code 414)

Great eagle             speedy; can fly; passes most terrain types
(Code 335)

Great White shark       speedy and tough aquatic(*) form
(Code 898)              (aquatic means that it requires deep water to breathe
                        and greatly resists water-based attacks)

Aranea                  a speedy greater spider;
(Code 963)              all melee attacks are poisonous;
                        resists fire, completely immune to poison;
                        susceptible to light and to 'good' (creature is evil);
                        has a small array of magic spells at its disposal

Level 25:
---------
Wyvern                  speedy; can fly; passes most terrains;
(Code 334)              25% poisonous melee attacks;
                        immune to poison; susceptible to 'good'

Multi-hued Hound        resists fire/cold/lightning/acid/poison and is immune
(Code 513)              to one of those five elements;
                        can't be confused or paralyzed;
                        can breathe the five elements mentioned above

Level 30:
---------
5-headed hydra          tough and speedy; can swim; extraordinary regeneration;
(Code 440)              all melee attacks are poisonous; immune to poison;
                        can cast fear and poison ball

Minotaur                tough and very speedy; susceptible to 'good'
(Code 641)

Giant squid             tough and speedy aquatic(*) creature;
(Code 482)              resists cold/acid/lightning/poison;
                        can breathe lightning, acid and poison

Level 35:
---------
7-headed hydra          tough and speedy; can swim; extraordinary regeneration;
(Code 614)              poisonous (75%) and blinding (25%) melee attacks;
                        immune to poison;
                        can cast fear, poison ball, and breathe poison

Elder aranea            speedy and smart (INT bonus) greater spider;
(Code 964)              50% of melee attacks are poisonous;
                        resists darkness, fire, poison;
                        immune to either fire or poison;
                        susceptible to 'good' and to light;
                        can't be confused or paralyzed;
                        regenerates HP quickly (same as item flag);
                        has a medium array of spells at its disposal

Plasma hound            speedy;
(Code 726)              immune to fire, resistant to lightning and sound;
                        susceptible to cold;
                        can't be stunned (by magic), cut, confused or
                        paralyzed;
                        can breathe plasma

Level 40:
---------
11-headed hydra         speedy and toughest hydra; can swim;
(Code 688)              extraordinary regeneration;
                        fiery attacks; immune to fire;
                        has a small array of fire/fear spells

Giant Roc               speedy giant bird; deals high damage;
(Code 640)              can fly; passes most terrains;
                        immune to electricity; resists sound;
                        can't be paralyzed or confused;

Lesser kraken           speedy, smart and very tough aquatic(*) creature;
(Code 740)              resists lightning, cold, darkness, poison;
                        completely immune to either water attacks or poison;
                        can't be paralyzed or confused;
                        has a medium size array of spells;

Level 45:
---------
Maulotaur               Like Minotaur very speedy and susceptible to 'good',
(Code 723)              but even tougher; stupid (INT malus);
                        immune to fire; resists teleportation attacks;
                        can cast plasma bolt and fire ball

Winged Horror           speedy winged creature; can fly;
(Code 704)              resists cold, poison, darkness, nether, life drain;
                        immune to either cold or poison;
                        susceptible to 'good';
                        can breathe nether, darkness and poison

Level 50:
---------
Gorm                    large yet speedy armoured reptile;
(Code 1069)             has 67% poisoning and 33% stunning attacks;
                        resists fire, cold, acid, lightning, nether, darkness,
                        sound; becomes immune to one of cold/acid/poison;
                        susceptible to 'good';
                        can't be confused or paralyzed, can swim;
                        can breathe darkness

Greater kraken          speedy, smart and extremely tough aquatic(*) creature;
(Code 775)              resists cold, poison, lightning, acid, darkness;
                        completely immune to one of lightning/poison/water;
                        susceptible to 'good';
                        can cast from a large array of spells

Jabberwock              fabulous very speedy and tough hybrid creature that
(Code 778)              deals high damage;
                        can fly;
                        resists teleportation attacks and chaos;
                        can curse and breathe chaos

Level 55:
---------
Horned Serpent          speedy and tough; can swim and pass mountain terrain;
(Code 1131)             33% poisonous attacks;
                        resists poison, acid, fire, water attacks,
                        becomes immune to either poison or acid;
                        can't be scared, confused or paralyzed;
                        can cast fear and breathe acid and poison

Level 60:
---------
Firebird                speedy and tough; can fly and passes most terrains;
(Code 1127)             fiery attacks and fire aura;
                        immune to fire and susceptible to cold;
                        resists poison, sound and light;
                        regenerates HP quickly (same as item flag);
                        can breathe fire and light

(*) "Aquatic" means that this form requires deep water to breathe, you will get
    increasingly stunned and continuously take damage if you stay outside of
    deep water, beware.
    Aquatic forms also resist all water-based attacks *greatly*.
    For more details, see AQUATIC flag in (7.7).
Previous
(7.7b) Useful low-level forms for weapon-based mimicry and more
Next
(7.8) Spells and prayers