+h Player: Josephus33 Game: DCSS 0.33 Server: crawl.dcss.io Filename: 2025-09-17.21:44:52.ttyrec Time: (1758145492) Wed Sep 17 21:44:52 2025 +hʋ [?1051l[?1052l[?1060l[?1061h+h~ G)0[?7h+h [?25l[?1c+hӖ +hĚ +ht Welcome, Josephus33. Please select your species. SimpleIntermediateAdvanced a - Mountain Dwarfj - Human s - Coglin b - Minotaurk - Koboldt - Vine Stalker c - Merfolkl - Revenantu - Poltergeist d - Gargoylem - Demonspawnv - Demigod e - Draconiann - Djinniw - Formicid f - Trollo - Sprigganx - Naga g - Deep Elfp - Tenguy - Octopode h - Armataurq - Oniz - Felid i - Gnollr - BarachiA - Mummy Humans are natural explorers. Discovering new places refreshes and invigorates them. They are otherwise completely average. + - Recommended species * - Random species # - Recommended character ! - Random character % - List aptitudesSpace - Pick background first ? - Help Tab - Human Berserkera,h a,h a,h aWelcome, Josephus33 the Demonspawn. Please select your background. WarriorAdventurerMage a - Fighteri - Artificerq - Hedge Wizard b - Gladiatorj - Shapeshiftera,h fr - Conjurer c - Monkk - Wanderers - Summoner d - Hunterl - Delvera,h2 {t - Necromancer e - BrigandWarrior-magea,hQ Gu - Forgewright Zealota,hs #m - Warpera,h v - Fire Elementalist f - Berserker  n - Hexslingera,h ww - Ice Elementalist g - Cinder Acolyteo - Enchantera,h Dx - Air Elementalist h - Chaos Knightp - Reavera,h y - Earth Elementalista,h /z - Alchemist a,h/ Berserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a raging berserker early on, apart from hubris. a,h t+ - Recommended background * - Random background # - Recommended charactera,hM ! - Random character % - List aptitudesSpace - Change species ? - Help Tab - Human Berserkerp,hbTABLES OF APTITUDES The following three tables describe all aptitudes of the various species for the various skills. Knowledge, neither explicit nor implicit, of these are not necessary for winning in Crawl. The qualitative information behind this sheet (i.e., which species are good at which tasks) can be obtained in two other ways: - Read the species section in the manual about strengths and weaknesses. - Look at which combinations of species and background are recommended.  -- no aptitude (cannot learn this skill at all) p,h֙ -5 abysmal aptitude  -4 terrible aptitude (learning half as fast as at 0 aptitude)  -3 very poor aptitude  -2 poor aptitude  -1 slightly disfavoured aptitude  0 standard aptitude  +1 slightly favoured aptitude  +2 strong aptitude  +3 very strong aptitude  +4 outstanding aptitude (learning twice as fast as at 0 aptitude)  +5 exceptional aptitude There are four special values: HP, MP, Experience and Willpower.s,h- The HP value indicates the percentage of hit points gained per experiencelevel, 100% being the Human standard. - The MP value indicates a fixed additive modifier to magic points. - The Experience value indicates how much experience has to be earned inorder to gain a new experience level, +0 being the Human standard. Theses,h7R  values use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects perexperience level, +3 being the Human standard. The abbreviations used for the skills are: s,h wGeneral skills, Experience Melee and Ranged Combat Spellcasting and Magic -------------------------- ----------------------- ---------------------- Arm - ArmourFgt - FightingSpc - Spellcasting Ddg - DodgingCoj - Conjurations Sth - StealthM&F - Maces & FlailsHex - Hexess,h Shd - ShieldsAxs - AxesSum - Summonings Shp - ShapeshiftingPla - Polearmss,h Nec - NecromancyStv - StavesFrg - Forgecraft Inv - InvocationsUC - Unarmed CombatTrl - Translocations Evo - Evocationss,h?e 7Thr - ThrowingSBl - Short BladesFir - Fire MagicLBl - Long BladesIce - Ice Magic HP - hit pointsRng - Ranged WeaponsAir - Air Magic MP - magic pointsEar - Earth Magic Exp - experienceAlc - Alchemyt,h) WL - willpower Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL ---------------------------------------------------------------------- Human0 0 +1 0 -1+1 0 0 +0% 0 0 +3t,h~d Armataur+3 -3 +2 +1 -20 0 -1 +10% 0 -1 +3 Barachi+2 +1 0 +1 0-1 +1 0 +0% 0 0 +3 Coglin-1 -1 -1 -3 -2t,hd -2 +3 -1 +0% 0 0 +5 Demigod-1 -1 0 -1 -2-- -1 -1 +10% +2 -2 +4 Demonspawn -1 -1 0 -1 -2+3 0 -1 +0% 0 -1 +3y,hn The abbreviations used for the skills are: General skills, Experience Melee and Ranged Combat Spellcasting and Magic -------------------------- ----------------------- ----------------------,h?*ZHP - hit pointsRng - Ranged WeaponsAir - Air Magic MP - magic pointsEar - Earth Magic Exp - experienceAlc - Alchemy WL - willpower  Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL ---------------------------------------------------------------------- Human 0 0 +1 0 -1 +1 0 0 +0% 0 0 +3 Armataur +3 -3 +2 +1 -2 0 0 -1 +10% 0 -1 +3 Barachi+2 +1 0 +1 0 -1 +1 0 +0% 0 0 +3 ,h*eCoglin -1 -1 -1 -3 -2 -2 +3 -1 +0% 0 0 +5 Demigod -1 -1 0 -1 -2-- -1 -1 +10% +2 -2 +4 Demonspawn  -1 -1 0 -1 -2 +3 0 -1 +0% 0 -1 +3 Djinni0 +1 -1 0 -2 0 0 -2 -10% 0 +1 +4 ,h+KDraconian -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Black -- -1 0 0 -1+1 0 -1 +10% 0 -1 +3 Green -- -1 0 0 -1+1 0 -1 +10% 0 -1 +3 Grey -- -1 0 0 -1+1 0 -1 +10% 0 -1 +3Pale -- -1 0 0 -1,h,+1 +1 -1 +10% 0 -1 +3Purple -- -1 0 0 -1+1 +1 -1 +10% 0 -1 +3Red -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 ,h2,yWhite -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Yellow -- -1 0-1 +1-1 +3,hMountain Dwarf +1 -3 -2 +1 -2+3 +1 -2 +10% 0 -1 +4 Deep Elf-2 +2 +3 -2 0+1 +1 0 -20% +2 -1 +4 Felid-- +3 +4 -- -20 +1 -- -30% +1 -1 +6 ,hgFormicid+1 -1 +3 +3 0+2 +1 0 +0% 0 +1 +4 Gargoyle+1 -2 +2 +1 -3+1 -1 -1 -20% 0 0 +3 Gnoll+8 +8 +8 +8 +7+9 +8 +8 +0% 0 0 +3 ,hVKobold-2 +2 +4 -2 -1+1 +2 +1 -20% 0 +1 +3 Merfolk,h`-3 +3 +2 0 +2+1 0 0 +0% 0 0 +3 Minotaur+2 +1 -1 +2 -3,hE0 -1 0 +10% -1 -1 +3 Mummy-2 -2 -1 -2 --,ha-1 -2 -2 +0% 0 -1 +5 Naga-1 -2 +5 -1 -1+1 0 -1 +20% 0 0 +5,h Octopode-- 0 +4 0 -1+1 +1 0 -10% 0 0 +3 Oni-1 -1 -2 -1 -1+2 -2 0 +30% 0 0 +4 Poltergeist-- +1 +5 -1 ---1 -1 +2 -10% 0 0 +4 Revenant,hd{-1 -1 +2 -1 --+1 -1 -1 +10% +1 -1 +3 Spriggan-3 +3 +5 -3 +20 +3 0 -30% +1 -1 +7,h mTengu+1 +1 +1 0 -2-1 0 0 -20% +1 0 +3 Troll-2 -2 -5 -1 -1-1 -3 -1 +30% -1 -1 +3 Vine Stalker-2 -2 +3 -1 -10 -1 -1 -30% +1 0 +5 ----------------------------------------------------------------------Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WLFgt M&F Axs Pla Stv UC SBl LBl Rng ---------------------------------------------------------------------- Human00 0 0 0 0 0 0 0 Armataur-1-1 -2 -2 -1 -1 -1 -1 -3,hf wBarachi+2+1 +1 0 +1 +1 +1 +2 0 Coglin0-1 0 -1 -1 -1 -1 0 -1 Demigod-1-1 -1 -1 -1 -1 -1 -1 -1 Demonspawn 0-1 -1 -1 -1 -1 -1 -1 -1 Djinni0-2 -2 -2 -1 0 -1 -1 -2,h 3Draconian+10 0 0 0 0 0 0 -1Black +10 0 0 0 0 0 0 -1Green +10 0 0 0 0 0 0 -1Grey +10 0 0 0 0 0 0 -1Pale +10 0 0 0 0 0 0 -1,h6Purple +10 0 0 0 0 0 0 -1Red +10 0 0 0 0 0 0 -1White +10 0 0 0 0 0 0 -1Yellow +10 0 0 0 0 0 0 -1 Mountain Dwarf +1+2 +2 0 +1 0 -2 -1 -2,hCDeep Elf-2-3 -2 -3 0 -2 0 -1 +3 Felid0-- -- -- -- 0 -- -- -- Formicid+10 0 0 0 0 0 0 0 Gargoyle+10 -1 -1 0 0 -1 -1 0 Gnoll+8+8 +8 +8 +8 +8 +8 +8 +8 Kobold+1-1 -2 -2 -1 0 +3 -2 +3 Merfolk+1-2 -2 +4 -2 +1 +2 +1 -2 Minotaur+2+2 +2 +2 +2 +1 +1 +2 +1 Mummy0-2 -2 -2 -2 -2 -2 -2 -2 Naga00 0 0 0 0 0 0 -1 Octopode00 0 0 0 0 0 0 0,h; @Mummy  02 -2 -2 -2 -2 -2 -2 -2 Naga  0 0 0 0 0 0 0 Octopode 0 0 0 0 0 0 0 Oni 3-1 -1 -1 -3 Poltergeist --2 -1 -1 -2 -3 +12 Revenant -1 -1 -1 -1 +1 -1 -1 -3 Spriggan -2-3 -2 -3 -3 -2 +1 -2 0 Tengu0+1 +1 +1 +1 +1 +1 +1 + Troll -2-1 -2 -2 -2-2 -2 -4 Vine Stalker --1 -1 -1 -1,h -1 -1 ---------------------------------------------------------------------- Fgt M&F Axs Pla Stv UC SBl LBl Rng ,hH  Spc Coj Hex Sum Nec Trl Frg Fir Ice Air Ear Alc ------------------------------------------------------------------- Human ,h -1 0 0 0 0 0 0 0 0 Armataur-2 -1 -1 -2 -2 0 -2 -1 -1 -1 -1 -1 Barachi,h 0 +1 +1 +2 -1 +1 +1 +1 +2 +1 0 +1 Coglin -2 -1 -1 0 0 0 +2 -1 -1 -1 -1 +1 Demigod -2 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 Demonspawn ,h( -1 0 0 0 +1 -1 -1 -1 -1 -1 -1 0 Djinni+11 +11 +11 +11 +11 +11 +11 +11 +11 +11 +11 +11 Draconian,hS '-1 0 -1 0 0 0 0 0,h6Vine Stalker-2 -2 +3 -1 -1 0 -1 -1 -30% +1 0 +5 ---------------------------------------------------------------------- Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL ---------------------------------------------------------------------- Human00 0 0 0 0 0 0 0 Armataur -1 -1 -2 -2 -1 -1 -1 -1 -3 Barachi +2 +1 +1 0 +1 +1 +1 +2 0 Coglin0-1 0 -1 -1 -1 -1 0 -1 Demigod-1-1 -1 -1 -1 -1 -1 -1 -1 Demonspawn 0-1 -1 -1 -1 -1 -1 -1 -1 Djinni0-2 -2 -2 -1 0 -1 -1 -2 Draconian+10 0 0 0 0 0 0 -1Black +10 0 0 0 0 0 0 -1 Green +1 0 0 -1 Grey +1 0 0 0 0 0 0 -1 Pale +1 0 0 0 0 0 0 0 -1 Purple +1 0 0 0 0 -1 Red +1 0 0 0 0 0 0 0 -1 White +1  0 0 0 0 0 -1 Yellow +1 0 0 0 0 0 0 0 -1 Mountain Dwarf +1 +2 +2+1-2 -1 -2,h\}Poltergeist-- +1 +5 -1 ---1 -1 +2 -10% 0 0 +4 Revenant-1 -1 +2 -1 --+1 -1 -1 +10% +1 -1 +3 Spriggan-3 +3 +5 -3 +20 +3 0 -30% +1 -1 +7 Tengu+1 +1 +1 0 -2-1 0 0 -20% +1 0 +3 Troll-2 -2 -5 -1 -1-1 -3 -1 +30% -1 -1 +3,h Black-1 0 0 -1+1 0 -1 +-1 +3 Green -- 0 0 -1 0 0 Grey -- -1 0 0 -1+1 0 -1 +10% 03 Pale -- -1 01+1 +1 -1 +10% 0 -1 Purple -- -1 0 0+1 +110% 0 Red -- -1 0 0+1 0+10% 0 -1 +3 White -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3Yellow -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Mountain Dwarf +1 -3 -2 +1 -2+3 +1 -2 +10% 0 -1 +4 Deep Elf-2 +2 +3 -2 0+1 +1 0 -20% +2 -1 +4 Felid -- +3 +4 -- -2 0 +1 -- -30% +1 -1 +6 Formicid +1 -1 +3 +3 0 +2 +1 0 +0% 0 +1 +4 Gargoyle+1 -2 +2 +1 -3 +1 -1 -1 -20% 0 0 +3 Gnoll +8 +8 +8 +8 +7 +9 +8 +8 +0% 0 0 +3 Kobold -2 +2 +4 -2 -1 +2 +1 -20% 0 +1 +3 Merfolk-3 +3 +2+2 +1 0 0 +0% 0 0 +3 Minotaur+2 +1+2 -3 0 -1 0 +10% -1 -1 +3 Mummy -2 -22 -- -2 -2 +0% 0 -1 +5 Naga -1 -2 +5 -1 -1 +1 0 -1 +20% 0 0 +5 Octopode -- 0 +4-1 +1 +1 0 -10% 0 0 +3 Oni -1 -1 -2 -1 -1 +2 -2 0 +30% 0 0 +4 Poltergeist -- +1 +5 -1 -- -1 -1 +2 -10% 0 0 +4 Revenant -1 -1 +2 -1 -- +1 -1 -1 +10% +1 -1 +3 Spriggan -3 +3 +5 -3 +2 +3 0 -30% +1 -1 +7,h  Stv - StavesFrg - Forgecraft Inv - Invocations UC - Unarmed Combat Trl - Translocations Evo - Evocations Thr - ThrowingSBl - Short Blades Fir - Fire Magic LBl - Long Blades Ice - Ice Magic HP - hit points Rng - Ranged Weapons Air - Air Magic MP - magic pointsEar - Earth Magic Exp - experienceAlc - Alchemy WL - willpower  Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL ---------------------------------------------------------------------- Human 0 0 +1 0 -11 0 0 Armataur+3 -3 +2 +1 -2 0 0 -1 +1- Barachi+2 +1 0 +1 0-1 +1 Coglin -1 --3 -2-2 +3 -1 +0% 0 0 +5 Demigod1 -1 0 -1 -2- -1 -1 +10% +2 -2 +4 Demonspawn 1 023 +-1 +3 Djinni  0 +1 -12 0 0 -2+1 +4 Draconian- 0 01 0 -1 +1-1 +3 Black-1 0 0 -1+1 0 -1 +-1 +3 Green -- 0 0 -1 0 0 Grey -- -1 0 0 -1+1 0 -1 +10% 03,h50 standard aptitude  +1 slightly favoured aptitude  +2 strong aptitude  +3 very strong aptitude  +4 outstanding aptitude (learning twice as fast as at 0 aptitude)  +5 exceptional aptitude There are four special values: HP, MP, Experience and Willpower. - The HP value indicates the percentage of hit points gained per experiencelevel, 100% being the Human standard. - The MP value indicates a fixed additive modifier to magic points. - The Experience value indicates how much experience has to be earned in  order to gain a new experience level, +0 being the Human standard. These  values use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects per  experience level, +3 being the Human standard. The abbreviations used for the skills are: General skills, Experience Melee and Ranged Combat Spellcasting and Magic -------------------------- ----------------------- ---------------------- Arm - ArmourFgt - FightingSpc - Spellcasting Ddg - DodgingCoj - Conjurations Sth - StealthM&F - Maces & Flails Hex - Hexes,h?[ Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL ---------------------------------------------------------------------- Human0 0 +1 0 -1+1 0 0 +0% 0 0 +3 Armataur +3 -3 +2 +1 -20 0 -1 +10% 0 -1 +3 Barachi +2 +1 0 +1 0 -1 +1 0 +0% 0 0 +3 Coglin -1 -1 -1 -3 -2-2 +3 -1 +0% 0 0 +5 Demigod-1 -1 0 -1 -2-- -1 -1 +10% +2 -2 +4 Demonspawn  -1 -1 0 -1 -2 +3 0 -1 +0% 0 -1 +3 Djinni 0 +1 -1 0 -2 0 0 -2 -10% 0 +1 +4 Draconian -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Black -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Green -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Grey -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Pale -- -1 0 0 -1 +1 +1 -1 +10% 0 -1 +3 ,hz?ePurple -- -1 0 0 -1 +1 +1 -1 +10% 0 -1 +3 Red -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3White -- -1 0 0 -1+1 0 -1 +10% 0 -1 +3 Yellow -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3 Mountain Dwarf +1 -3 -2 +1 -2+3 +1 -2 +10% 0 -1 +4 ,h?Deep Elf -2 +2 +3 -2 0 +1 +1 0 -20% +2 -1 +4 Felid -- +3 +4 -- -2 0 +1 -- -30% +1 -1 +6 Formicid +1 -1 +3 +3 0 +2 +1 0 +0% 0 +1 +4 Gargoyle +1 -2 +2 +1 -3+1 -1 -1 -20% 0 0 +3 Gnoll +8 +8 +8 +8 +7 +9 +8 +8 +0% 0 0 +3,hVine Stalker -2 -2 +3 -1 -1 0 -1 -1 -30% +1 0 +5 Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL  Fgt M&F Axs Pla Stv UC SBl LBl Rng ---------------------------------------------------------------------- Human  0  0 0 0 0 0 0 0 Armataur-1 -2-1 -1 -1 -1 -3 Barachi +2 +1 +1 0 +1 +1 +2 0 Coglin 0 -1-1 -1 -1 0 -1 Demigod -1 -1 -1-1 -1 -1 -1 -1 Demonspawn  0 -1 -1-1 -1 -1 -1 -1 Djinni 0 -2 -2 -2 -1 0 -1 -1 -2 Draconian +1  0 0 0 0 0 -1Black +1  0 0 0 0 0 -1Green +1  0 0 0 0 0 -1 Grey +1  0 0 0 0 0 -1 Pale 0 0 0 0 0 0 0 -1 Purple +1 0 00 0 0 0 -1 Red +1 0 0 0 0 0 0 -1 White 0 00 0 0 0 -1 Yellow 0 0 0 0 0 0 0 -1 Mountain Dwarf +1 +2 +2 0 +1 0 -2 -1 -2,hPm Mummy0-2 -2 -2 -2 -2 -2 -2 -2 Naga00 0 0 0 0 0 0 -1 Octopode00 0 0 0 0 0 0 0 Oni+30 0 0 0 -1 -1 -1 -3 Poltergeist-1-2 -1 -1 -2 -3 +1 0 -2 Revenant+1-1 -1 -1 -1 +1 -1 -1 -3 Spriggan  -3 -2 -3 -3 -2 +1 -2 0 Tengu0 +1 +1 +1 +1 +1 +1 +1 +1 Troll -2 -1 -2 -2 -2 0 -2 -2 -4 Vine Stalker-1-1 -1 -1 -1 0 -1 -1 -1 ----------------------------------------------------------------------  ,hm (Spc Coj Hex Sum Nec Trl Frg Fir Ice Air Ear Alc ------------------------------------------------------------------- Human -1 0 0 0 0 0 0 Armataur -2 -1 -1 -2 -2-2 -1 -1 -1 -1 -1 Barachi 0 +1 +1 +2 -1 +1 +1 +1 +2 +1 0 +1 Coglin -2 -1 -1+2 -1 -1 -1 -1 +1 Demigod -2 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 Demonspawn  -1 0,hm `+1 -1 -1 -1 -1 -1 -1 0 Djinni +11 +11 +11 +11 +11 +11 +11 +11 +11 +,h#n R11 +11 +11 Draconian -1 0 -1 0 0 0 0 0 0 0,h9$Black -1 0 -1 0 0 0 00 0 +2 -2 0Green -1 0 -1 0 0 0 00 0 0 0 +2Grey -1 0 -1 0 0 0 00 0 -2 +2 0Pale -1 0 -1 0 0 0 0 +1 0 +1 0 0Purple +1 0 +1 0 0 0 00 0 0 0 0Red -1 0 -1 0 0 0 0 +2 -2 0 0 0White -1 0 -1 0 0 0 0 -2 +2 0 0 0Yellow -1 0 -1 0 0 0 +20 0 0 0 0,h8A>Oni+30 0 0 0 -1 -1 -1 -3 Poltergeist-1-2 -1 -1 -2 -3 +1 0 -2 Revenant+1-1 -1 -1 -1 +1 -1 -1 -3 Spriggan-2-3 -2 -3 -3 -2 +1 -2 0 Tengu0+1 +1 +1 +1 +1 +1 +1 +1,h Merfolk+1-2 -2 +4 -2 +1 +2 +1 -2 Minotaur+2+2 +2 +2 +2 +1 +1 +2 +1 Mummy0,h\ -2 -2 -2 -2 -2 -2 -2 -2 Naga00 0 0 0 0 0 0 -1 Octopode00 0 0 0 0 0 0 0,howDeep Elf-2-3 -2 -3 0 -2 0 -1 +3 Felid0-- -- -- -- 0 -- -- -- Formicid+10 0 0 0 0 0 0 0 Gargoyle+10 -1 -1 0 0 -1 -1 0 Gnoll+8+8 +8 +8 +8 +8 +8 +8 +8 Kobold+1-1 -2 -2 -1 0 +3 -2 +3,h%bGDraconian+10 0 0 0 0 0 0 -1Black +10 0 0 0 0 0 0 -1Green +10 0 0 0 0 0 0 -1Grey +10 0 0 0 0 0 0 -1Pale +10 0 0 0 0 0 0 -1Purple +10 0 0 0 0 0 0 -1Red +10 0 0 0 0 0 0 -1White +10 0 0 0 0 0 0 -1Yellow +10 0 0 0 0 0 0 -1 Mountain Dwarf +1+2 +2 0 +1 0 -2 -1 -2,h,h,Fgt M&F Axs Pla Stv UC SBl LBl Rng ---------------------------------------------------------------------- Human00 0 0 0 0 0 0 0 Armataur-1,h+}-1 -2 -2 -1 -1 -1 -1 -3 Barachi+2+1 +1 0 +1 +1 +1 +2 0 Coglin0-1 0 -1 -1 -1 -1 0 -1 Demigod-1-1 -1 -1 -1 -1 -1 -1 -1 Demonspawn 0-1 -1 -1 -1 -1 -1 -1 -1 Djinni0-2 -2 -2 -1 0 -1 -1 -2,h- Octopode-- 0 +4 0 -1+1 +1 0 -10% 0 0 +3 Oni-1 -1 -2 -1 -1+2 -2 0 +30% 0 0 +4 Poltergeist-- +1 +5 -1 ---1 -1 +2 -10% 0 0 +4 Revenant-1 -1 +2 -1 --+1 -1 -1 +10% +1 -1 +3 Spriggan-3 +3 +5 -3 +20 +3 0 -30% +1 -1 +7 Tengu+1 +1 +1 0 -2-1 0 0 -20% +1 0 +3 Troll-2 -2 -5 -1 -1-1 -3 -1 +30% -1 -1 +3 Vine Stalker-2 -2 +3 -1 -10 -1 -1 -30% +1 0 +5 ----------------------------------------------------------------------Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL,hxKobold-2 +2 +4 -2 -1+1 +2 +1 -20% 0 +1 +3 Merfolk-3 +3 +2 0 +2+1 0 0 +0% 0 0 +3 Minotaur+2 +1 -1 +2 -30 -1 0 +10% -1 -1 +3 Mummy-2 -2 -1 -2 ---1 -2 -2 +0% 0 -1 +5 Naga-1 -2 +5 -1 -1+1 0 -1 +20% 0 0 +5,hMountain Dwarf +1 -3 -2 +1 -2+3 +1 -2 +10% 0 -1 +4 Deep Elf-2 +2 +3 -2 0+1 +1 0 -20% +2 -1 +4 Felid-- +3 +4 -- -20 +1 -- -30% +1 -1 +6 Formicid+1 -1 +3 +3 0+2 +1 0 +0% 0 +1 +4 Gargoyle+1 -2 +2 +1 -3+1 -1 -1 -20% 0 0 +3 Gnoll+8 +8 +8 +8 +7+9 +8 +8 +0% 0 0 +3,h Shd - ShieldsAxs - AxesSum - Summonings Shp - Shapeshifting Pla - PolearmsNec - Necromancy Stv - StavesFrg - Forgecraft Inv - Invocations UC - Unarmed Combat Trl - Translocations Evo - Evocations Thr - ThrowingSBl - Short Blades Fir - Fire Magic LBl - Long Blades Ice - Ice Magic HP - hit points Rng - Ranged Weapons Air - Air Magic MP - magic pointsEar - Earth Magic Exp - experienceAlc - Alchemy WL - willpower  Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL ---------------------------------------------------------------------- Human  0 0 +1 0 -1+1 0 +0% 0 0 +3 Armataur3 -3 +2 +1 0-1 +10% 0 -1 Barachi+2 +1 0 +1 0+1 0 +0% 0 0 Coglin 1 -1 -1 -3 -2-2 +3 +0% 0 Demigod -1 -1 0 -1 -2 -- -1 -1 +10% +2 -2 +4 Demonspawn  -1 -1 0 -1 -2 +3 0 -1 +0% 0 -1 +3 Djinni0 +1 -1 0 -20 0 -2 -10% 0 +1 +4 Draconian-- -1 0 0 -1+1 0 -1 +10% 0 -1 +3Black -- -1 0 0 -1 +1 0 -1 +10% 0 -1 +3,h% [ values use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects perexperience level, +3 being the Human standard. The abbreviations used for the skills are: General skills, Experience Melee and Ranged Combat Spellcasting and Magic -------------------------- ----------------------- ---------------------- Arm - ArmourFgt - FightingSpc - Spellcasting Ddg - DodgingCoj - Conjurations Sth - StealthM&F - Maces & FlailsHex - Hexes ,h]n- Look at which combinations of species and background are recommended.  -- no aptitude (cannot learn this skill at all)  -5 abysmal aptitude  -4 terrible aptitude (learning half as fast as at 0 aptitude)  -3 very poor aptitude  -2 poor aptitude  -1 slightly disfavoured aptitude  0 standard aptitude  +1 slightly favoured aptitude  +2 strong aptitude  +3 very strong aptitude  +4 outstanding aptitude (learning twice as fast as at 0 aptitude)  +5 exceptional aptitude There are four special values: HP, MP, Experience and Willpower. - The HP value indicates the percentage of hit points gained per experiencelevel, 100% being the Human standard. - The MP value indicates a fixed additive modifier to magic points. - The Experience value indicates how much experience has to be earned in  order to gain a new experience level, +0 being the Human standard. These  values use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects perexperience level, +3 being the Human standard.,h" zThe HP value indicates the percentage of hit points gained per experiencelevel, 100% being the Human standard. - The MP value indicates a fixed additive modifier to magic points. - The Experience value indicates how much experience has to be earned in  order to gain a new experience level, +0 being the Human standard. These  ,hi L values use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects per  experience level, +3 being the Human standard. The abbreviations used for the skills are: General skills, Experience Melee and Ranged Combat Spellcasting and Magic ,h -------------------------- ----------------------- ---------------------- Arm - ArmourFgt - FightingSpc - Spellcasting Ddg - DodgingCoj - Conjurations Sth - StealthM&F - Maces & Flails Hex - Hexes Shd - ShieldsAxs - AxesSum - Summonings Shp - Shapeshifting Pla - PolearmsNec - Necromancy Stv - StavesFrg - Forgecraft Inv - Invocations UC - Unarmed Combat Trl - Translocations Evo - Evocations Thr - ThrowingSBl - Short Blades Fir - Fire Magic,hǡ ~ LBl - Long Blades Ice - Ice Magic HP - hit points Rng - Ranged WeaponsAir - Air Magic,h$Look at which combinations of species and background are recommended.  -- no aptitude (cannot learn this skill at all)  -5 abysmal aptitude  -4 terrible aptitude (learning half as fast as at 0 aptitude)  -3 very poor aptitude  -2 poor aptitude  -1 slightly disfavoured aptitude0 standard aptitude  +1 slightly favoured aptitude  +2 strong aptitude ,h%b +3 very strong aptitude  +4 outstanding aptitude (learning twice as fast as at 0 aptitude)  +5 exceptional aptitude There are four special values: HP, MP, Experience and Willpower. - The HP value indicates the percentage of hit points gained per experience  level, 100% being the Human standard. ,hG%- The MP value indicates a fixed additive modifier to magic points. - The Experience value indicates how much experience has to be earned in  order to gain a new experience level, +0 being the Human standard. These ,hg% values use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects per  experience level, +3 being the Human standard.,hfRofor the various skills. Knowledge, neither explicit nor implicit, of these are not necessary for winning in Crawl. The qualitative information behind this sheet (i.e., which species are good at which tasks) can be obtained in two other ways: - Read the species section in the manual about strengths and weaknesses.,h0 TABLES OF APTITUDES The following three tables describe all aptitudes of the various species,h$F  Welcome, Josephus33 the Demonspawn. Please select your background. WarriorAdventurerMage a - Fighteri - Artificer q - Hedge Wizard b - Gladiator j - Shapeshifter r - Conjurer c - Monk k - Wanderer s - Summoner d - Hunter l - Delvert - Necromancer e - Brigand,h2G ZWarrior-mage u - Forgewright Zealotm - Warperv - Fire Elementalist f - Berserkern - Hexslingerw - Ice Elementalist g - Cinder Acolyte o - Enchanter x - Air Elementalist h - Chaos Knight p - Reavery - Earth Elementalist z - Alchemist Monks start with a simple weapon of their choice, an orb of light, and a potion of divine ambrosia, and gain additional piety with the first god they worship. + - Recommended background * - Random background # - Recommended character ! - Random character % - List aptitudesSpace - Change species ? - Help Tab - Human Berserker,h0i( b - Gladiator c - Monk Gladiators are ready for the arena with light armour, a weapon of their choice, and a few throwing weapons and nets.,h------------------------------------------------------------------------ 2.LIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------ In your quest, you play as one of a large number of different types of characters. Although each has its own strengths and weaknesses, some are definitely easier than others, at least to begin with. The best backgrounds ,h for a beginner are probably Gladiators and Berserkers; if you really want to play a magician, try a Conjurer or a Hedge Wizard. However, not all species are equally well suited for all backgrounds. After you have ,heLselected a species, the background selection menu will show backgrounds generally considered to be more accessible for a species in a brighter colour. Each background starts out with a different set of skills and items, but from there you can shape them as you will. Note that due to peculiarities ,hof size or body shape, some species-background combinations start with a different inventory than described here. Warrior backgrounds ,hu=================== Warriors are experienced at using physical weapons and defending themselves.,h,h+=  of size or body shape, some species-background combinations start with a different inventory than described here. Warrior backgrounds =================== Warriors are experienced at using physical weapons and defending themselves. Fighters  Fighters usually start with a good weapon of their choice, a suit of  medium armour, a shield, and a potion of might. Gladiators  The Gladiator has been trained to fight in the ring. They start with a  good weapon of their choice, light armour, headgear and some throwing  weapons and nets. Monks  Monks have a head start with the divine. They start with only a simple  weapon of their choice, a potion of divine ambrosia, a robe, and an orbof light to guide them. However, when they worship a god for the first  time, their spiritual training gives them a piety boost. ,h; HuntersThe Hunter is a type of fighter who specialises in missile weapons. AHunter starts with a shortbow, a scroll of butterflies, and a set ofleathers. BrigandsA Brigand is a shady character who is especially good at killing, usingdaggers or darts. They start with a dagger, a robe and cloak, poisoneddarts, and a few deadly and rare curare darts. ,hF Zealot backgrounds ================== Zealots start the game already worshipping a god. Berserkers,h*|Cinder Acolytes  Cinder Acolytes serve Ignis, the Dying Flame, who grants them incrediblepower over fire... but there is only so much fire left to draw on, andonce it burns out, acolytes may need to abandon Ignis. They start with arobe, a choice of flaming weapons, and the spell Scorch. Adventurer backgrounds ====================== Adventurers have varied and idiosyncratic skills that they have picked up in their travels. Artificersrtificers have built, bought or burgled an assortment of magic wands tohelp them through the early Dungeon. Wands have a limited number of uses,though, so they'll want to upgrade from their club ASAP. Shapeshifters  Shapeshifters use talismans to shift their body into different forms,granting them uncanny power but making them unable to use some items.  They enter the dungeon with two talismans and a potion of lignification. Wanderers,hf_daggers or darts. They start with a dagger, a robe and cloak, poisoned  darts, and a few deadly and rare curare darts. ,h_Zealot backgrounds ================== Zealots start the game already worshipping a god. BerserkersBerserkers are hardy warriors who worship Trog the Wrathful, from whom ,h_ they get the power to go berserk (as well as a number of other powers,  should they prove worthy), but who forbids the use of spell magic. Theyenter the Dungeon with a weapon of their choice, and dressed in animal ,h%`0 skins. Chaos Knights,hG`The Chaos Knight is a plaything of Xom, subject to the god's constantlychanging moods. Xom is a very unpredictable (and possibly psychotic) ,hh` entity who rewards or punishes according to whim. They begin with alightly enchanted leather armour, a simple weapon of their choice, and ascroll of butterflie,h`rs. Cinder Acolytes  Cinder Acolytes serve Ignis, the Dying Flame, who grants them incredible,hd Bin their travels. Artificers  Artificers have built, bought or burgled an assortment of magic wands to  help them through the early Dungeon. Wands have a limited number of uses,though, so they'll want to upgrade from their club ASAP. Shapeshifters  Shapeshifters use talismans to shift their body into different forms,granting them uncanny power but making them unable to use some items.They enter the dungeon with two talismans and a potion of lignification. WanderersWanderers are "jacks-of-all-trades, masters of none". They start the gamewith a random assortment of skills, items, and maybe spells. DelversDelvers have, through some mishap, found themselves several floors belowthe surface of the Dungeon. They're equipped with a wide variety ofmagical escape tools, and are well advised to use them to travel toearlier dungeon floors as quickly as possible. Warrior-mage backgrounds ========================,hl Hexslingers use debilitating spells to assist their ranged attacks. Theybegin the game with a sling, some spells to support its use, a scroll of  poison to keep foes at a distance, and a robe. EnchantersThe Enchanter specialises in the subtle art of hexes. Instead of directlydamaging foes, hexes disable and debilitate them, allowing the Enchanter ,hm to finish the helpless creatures in combat. The Enchanter begins with alightly enchanted dagger, a robe, potions of invisibility, and aselection of hexes. Reaver  Reavers have an assortment of powerful, but highly situational,conjurations to draw upon when their skill in melee is insufficient. Theystart with a simple weapon of their choice and leather armour. Mage backgrounds ================ A mage is not an available character background by itself, but a type of background, encompassing Hedge Wizards, Conjurers, Summoners, Necromancers, Forgewrights, various Elementalists and Alchemists. Mages are the best at ,hPmusing magic. Among other things, they start with a robe, a potion of magic, and spells which should see them through the first several levels of the,hx" SummonersThe Summoner specialises in calling creatures from this and other worldsto give assistance. Although they can at first summon only very weakcreatures, the more advanced summoning spells allow summoners to call on  such powers as hydras and dragons. NecromancersThe Necromancer is a magician who specialises in the less pleasant sideof magic. Necromantic spells are a varied bunch, but many involve somedegree of risk or harm to the caster. Forgewright  The Forgewright specialises in the creation of magical constructs, ranging  from simple weapons to elaborate and powerful golems. Many of their  creations benefit from fighting alongside them. Elementalists  Elementalists are magicians who specialise in one of the four types ofelemental magic: air, fire, earth or ice.  Fire Magic  tends towards indiscriminate, wide-range destructive conjurations and  starting fires. ,hPy  offers direct effects, some destructive and some debilitating. AlchemistAlchemists start with knowledge of poison-based magic, which is extremelyuseful in the shallower levels of the Dungeon where few creatures are,hy immune to it. ------------------------------------------------------------------------ 3.LIST OF SKILLS ------------------------------------------------------------------------ Here is a description of the skills you may have. You can check your current skills with the 'm' command, and therein toggle between progress display and aptitude display using '*'. You can also read the table of aptitudes from the help menu using '?%', and during character choice with '%'. Fighting skills ======================================== Fighting is the basic skill used in ranged and melee combat, and applies no matter which weapon your character is wielding (if any). Fighting is also ,hz the skill that determines the amount of health your character gains as they increase in levels (note that this is calculated so that you don't get a,hXU* Long Blades* Maces & Flails  * Axes* Staves* Polearms If you are already good using a class of weapons, say Long Blades, you'll get a bonus to using similar weapons, like Short Blades; this is called crosstraining and is shown in blue in the skill menu. Similar types of weapons are:  * Short Blades and Long Blades  * Maces & Flails and Axes  * Polearms and Axes  * Staves and Polearms  * Staves and Maces & Flails Being good at a specific weapon improves the speed with which you attack with it. Both the base speed and the best (lowest) possible speed are displayed in the inventory entry for a weapon. Although lighter weapons are easier to use initially, as they strike quickly and accurately, heavier weapons increase in damage potential very quickly as you improve your skill with them. You can check the current delay of your weapon by swinging it at air (using ctrl-direction) and looking at the number in parentheses next to,h su Air Magic provides powerful but difficult to direct spells.  ,hsEarth Magicoffers direct effects, some destructive and some debilitating. Alchemist  Alchemists start with knowledge of poison-based magic, which is extremely  useful in the shallower levels of the Dungeon where few creatures areimmune to it. ------------------------------------------------------------------------ 3.LIST OF SKILLS ,hs------------------------------------------------------------------------ Here is a description of the skills you may have. You can check your current skills with the 'm' command, and therein toggle between progress ,hsdisplay and aptitude display using '*'. You can also read the table of aptitudes from the help menu using '?%', and during character choice with '%'. Fighting skills ========================================,h" SummonersThe Summoner specialises in calling creatures from this and other worldsto give assistance. Although they can at first summon only very weakcreatures, the more advanced summoning spells allow summoners to call onsuch powers as hydras and dragons. Necromancers  The Necromancer is a magician who specialises in the less pleasant sideof magic. Necromantic spells are a varied bunch, but many involve somedegree of risk or harm to the caster. Forgewright  The Forgewright specialises in the creation of magical constructs, ranging  from simple weapons to elaborate and powerful golems. Many of their  creations benefit from fighting alongside them. Elementalists  Elementalists are magicians who specialise in one of the four types of  elemental magic: air, fire, earth or ice.  Fire Magictends towards indiscriminate, wide-range destructive conjurations and  starting fires. ,hUd Hexslingers use debilitating spells to assist their ranged attacks. Theybegin the game with a sling, some spells to support its use, a scroll ofpoison to keep foes at a distance, and a robe. EnchantersThe Enchanter specialises in the subtle art of hexes. Instead of directly  damaging foes, hexes disable and debilitate them, allowing the Enchanterto finish the helpless creatures in combat. The Enchanter begins with alightly enchanted dagger, a robe, potions of invisibility, and aselection of hexes. Reaver  Reavers have an assortment of powerful, but highly situational,  conjurations to draw upon when their skill in melee is insufficient. They  start with a simple weapon of their choice and leather armour. Mage backgrounds ================ A mage is not an available character background by itself, but a type of background, encompassing Hedge Wizards, Conjurers, Summoners, Necromancers, Forgewrights, various Elementalists and Alchemists. Mages are the best at using magic. Among other things, they start with a robe, a potion of magic, and spells which should see them through the first several levels of the,h6X  though, so they'll want to upgrade from their club ASAP. ShapeshiftersShapeshifters use talismans to shift their body into different forms,  granting them uncanny power but making them unable to use some items.y enter the dungeon with two talismans and a potion of lignification. WanderersWanderers are "jacks-of-all-trades, masters of none". They start the gamewith a random assortment of skills, items, and maybe spells. DelversDel, through some mishap, found themselves several floors belowthe surface of the Dungeon. They're equipped with a wide variety ofmagical escape tools, and are well advised to use them to travel toearlier dungeon floors as quickly as possible. Warrior-mage backgrounds ======================== Warrior mages begin the game with a mix of physical combat and magic skills, though usually excel at neither. They start with a library of spells and (usually) some way of defending themselves. ,h fCinder Acolytes  Cinder Acolytes serve Ignis, the Dying Flame, who grants them incrediblepower over fire... but there is only so much fire left to draw on, andonce it burns out, acolytes may need to abandon Ignis. They start with arobe, a choice of flaming weapons, and the spell Scorch. Adventur,h er backgrounds ====================== Adventurers have varied and idiosyncratic skills that they have picked up in their travels. ArtificersArtificers have built, bought or burgled an assortment of magic wands tohelp them through the early Dungeon. Wands have a limited number of uses,though, so they'll want to upgrade from their club ASAP. ShapeshiftersShapeshifters use talismans to shift their body into different forms, ,h granting them uncanny power but making them unable to use some items.  They enter the dungeon with two talismans and a potion of lignification. Wanderers,h _Hunter starts with a shortbow, a scroll of butterflies, and a set of  leathers. BrigandsA Brigand is a shady character who is especially good at killing, usingdaggers or darts. They start with a dagger, a robe and cloak, poisoneddarts, and a few deadly and rare curare darts. ,h Zealot backgrounds ================== Zealots start the game already worshipping a god. BerserkBerserkers are hardy warriors who worship Trog the Wrathful, from whomthey get the power to go berserk (as well as a number of other powers,should they prove worthy), but who forbids the use of spell magic. Theyenter the Dungeon with a weapon of their choice, and dressed in animal  skins. ,h Chaos Knights Chaos Knight is a plaything of Xom, subject to the god's constantlychanging moods. Xom is a very unpredictable (and possibly psychotic)  entity who rewards or punishes according to whim. They begin with a,hZ Warriors are experienced at using physical weapons and defending themselves. Fighters,ho[ Fighters usually start with a good weapon of their choice, a suit ofmedium armour, a shield, and a potion of might. Gladiators  The Gladiator has been trained to fight in the ring. They start with agood weapon of their choice, light armour, headgear and some throwing  weapons and nets. MonksMonks have a head start with the divine. They start with only a simpleweapon of their choice, a potion of divine ambrosia, a robe, and an orbof light to guide them. However, when they worship a god for the firsttime, their spiritual training gives them a piety boost. ,h[ Hunters  The Hunter is a type of fighter who specialises in missile weapons. AHunter starts with a shortbow, a scroll of butterflies, and a set ofleathers. ,hrBcharacters. Although each has its own strengths and weaknesses, some are definitely easier than others, at least to begin with. The best backgrounds for a beginner are probably Gladiators and Berserkers; if you really want to play a magician, try a Conjurer or a Hedge Wizard. However, not all species are equally well suited for all backgrounds. After you have selected a species, the background selection menu will show backgrounds generally considered to be more accessible for a species in a brighter colour. ,h- NEach background starts out with a different set of skills and items, but from there you can shape them as you will. Note that due to peculiarities of size or body shape, some species-background combinations start with a different inventory than described here. Warrior backgrounds =================== Warriors are experienced at using physical weapons and defending themselves. FightersFighters usually start with a good weapon of their choice, a suimedium armour, a shield, and a potion of might. ,hB------------------------------------------------------------------------ 2.LIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------ ,hCNIn your quest, you play as one of a large number of different types of,h% c particular. They are a bit better at evoking things than most otherDraconians. They can breathe dispelling energy which strips those it hitsof enchantments and impairs their spellcasting. They are stronger-willedthan other draconians, and later on, they gain resistance to bothexternal mana draining and to enchantment stripping. Pale Draconiansare better at air and fire magic, and have no deficiencies in otherschools. They breathe sight-obscuring steam and, like their Purplecousins, have a slight advantage at Evocations.,ho Yellow Draconianshave a sulphurous breath full of corrosive acid, and are naturally acidresistant. Their knowledge of corrosion makes them especially good in themaintenance of Forgecraft machinery. Later on, they gain an acidic biteattack. Grey Draconianscan breathe torrents of mud which impede the movement and attacks ofnon-flying enemies. They are proficient with earth magic but bad with airmagic. Later on, iron fuses onto their scales to make them hardier than  other Draconians. Black Draconianscan unleash arcing electrical discharges, and are naturally insulated.  They are good at air magic but feel cumbersome with earth magic. Their  wings will eventually grow larger, which allows them to fly when combined  with their natural skill with air magic. Purple Draconians  are highly adapted to all spellcasting in general, and to hexes in  particular. They are a bit better at evoking things than most other  Draconians. They can breathe dispelling energy which strips those it hits  of enchantments and impairs their spellcasting. They are stronger-willed,h4 Redfeel at home in fiery surroundings. They are bad with ice magic but veryproficient with fire. They can breathe highly combustible embers whichcause a fiery explosion whenever they hits a foe. ,h?5"White Draconians  stem from frost-bitten lands, and are naturally resistant to frost. Theybeathe piercing cold which encases anything it kills in a solid block ofice. They are versed in ice magic, but bad at fire. Green Draconiansare used to venomous surroundings and breathe clouds of mephitic vapours.  They are especially good in the arts of alchemy and without deficienciesin other magic realms. Later on, they will develop a poisonous stinger. Yellow Draconians,hd5have a sulphurous breath full of corrosive acid, and are naturally acidresistant. Their knowledge of corrosion makes them especially good in the  maintenance of Forgecraft machinery. Later on, they gain an acidic bite,h50ttack. Grey Draconians,h5Gcan breathe torrents of mud which impede the movement and attacks of,hT Like other undead, mummies are naturally immune to poisons, negativeenergy and torment; have little warmth left to be affected by cold; andare not susceptible to mutations. ,h+UDDraconian types ========================================,h7q< rituals that brought them into unlife also grant them a specialconnection with the divine, and as they increase in levels, they becomeincreasingly in touch with the powers of death. However, their desiccatedbodies are highly flammable. They also cannot drink.,hGrey Draconianscan breathe torrents of mud which impede the movement and attacks ofnon-flying enemies. They are proficient with earth magic but bad with air,hmagic. Later on, iron fuses onto their scales to make them hardier thanother Draconians. Black Draconianscan unleash arcing electrical discharges, and are naturally insulated.  They are good at air magic but feel cumbersome with earth magic. Their  wings will eventually grow larger, which allows them to fly when combinedwith their natural skill with air magic. Purple Draconiansare highly adapted to all spellcasting in general, and to hexes inparticular. They are a bit better at evoking things than most otherDraconians. They can breathe dispelling energy which strips those it hits ,hˊ of enchantments and impairs their spellcasting. They are stronger-willedthan other draconians, and later on, they gain resistance to bothexternal mana draining and to enchantment stripping. Pale Draconians ,h5 are better at air and fire magic, and have no deficiencies in otherschools. They breathe sight-obscuring steam and, like their Purple,hN sparticular. They are a bit better at evoking things than most other  Draconians. They can breathe dispelling energy which strips those it hitsof enchantments and impairs their spellcasting. They are stronger-willedthan other draconians, and later on, they gain resistance to bothexternal mana draining and to enchantment stripping. Pale Draconians  are better at air and fire magic, and have no deficiencies in otherschools. They breathe sight-obscuring steam and, like their Purplecousins, have a slight advantage at Evocations. ,hO ------------------------------------------------------------------------ 2.LIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------ In your quest, you play as one of a large number of different types of characters. Although each has its own strengths and weaknesses, some are definitely easier than others, at least to begin with. The best backgrounds for a beginner are probably Gladiators and Berserkers; if you really want to play a magician, try a Conjurer or a Hedge Wizard. However, not all species are equally well suited for all backgrounds. After you have ,hO selected a species, the background selection menu will show backgrounds generally considered to be more accessible for a species in a brighter colour.,hEach background starts out with a different set of skills and items, but from there you can shape them as you will. Note that due to peculiarities ,hX|of size or body shape, some species-background combinations start with a different inventory than described here. ,h Warrior backgrounds =================== Warriors are experienced at using physical weapons and defending themselves.,hxFightersFighters usually start with a good weapon of their choice, a suit ofmedium armour, a shield, and a potion of might. GladiatorsThe Gladiator has been trained to fight in the ring. They start with agood weapon of their choice, light armour, headgear and some throwingweapons and nets. Monks,h>J Monks have a head start with the divine. They start with only a simpleweapon of their choice, a potion of divine ambrosia, a robe, and an orbof light to guide them. However, when they worship a god for the firsttime, their spiritual training gives them a piety boost. ,h8 HuntersThe Hunter is a type of fighter who specialises in missile weapons. AHunter starts with a shortbow, a scroll of butterflies, and a set ofleathers. -hqWelcome, Josephus33 the Demonspawn. Please select your background. Warrior AdventurerMage a - Fighteri - Artificerq - Hedge Wizard b - Gladiator  j - Shapeshifterr - Conjurer c - Monkk - Wanderer s - Summoner d - Hunterl - Delvert - Necromancer e - BrigandWarrior-mageu - Forgewright Zealot m - Warperv - Fire Elementalist f - Berserker n - Hexslinger w - Ice Elementalist g - Cinder Acolyte o - Enchanter x - Air Elementalist h - Chaos Knight p - Reavery - Earth Elementalistz - Alchemist Gladiators are ready for the arena with light armour, a weapon of their choice, and a few throwing weapons and nets. + - Recommended background * - Random background # - Recommended character ! - Random character % - List aptitudesSpace - Change species-hx ? - Help Tab - Human Berserker-h -h -h D [?25h[?0c [?1051l[?1052l[?1060l[?1061l