ui& Player: MasterCri Game: DCSS 0.34 Server: crawl.dcss.io Filename: 2026-02-16.01:40:44.ttyrec Time: (1771206044) Mon Feb 16 01:40:44 2026 ui [?1051l[?1052l[?1060l[?1061huiV)0[?7h[?25l[?1cuiiuiZMasterCri the ConjurerOctopodeHealth: 17/17 ========================Magic: 3/5==============----------uiAC: 1Str: 6EV: 12Int: 20SH: 0Dex: 10ui XL:  2 Next: 41% Place: Dungeon:1Noise: ---------  Time: 175.0 (0.0)ui-7b) +0 daggeruiLLCast: Magic DartuiJ## #####.#####.##..#.#.....#.##....~.....~..##..#~.~...~.~#.##..~.~.~.~..##...~.≈.~...##...~≈†≈~...#ui#...~≈@≈~...#.#..~.~≈~.~..#...#~~~~.~~~~#.##.#..~.~..#.##ui:##.#.~.~.#.####.##.##.####.....####..###ui##...#uixui gWelcome back, MasterCri the Octopode Conjurer.uiui`uicui1j _Press ? for a list of commands and other information.uiw Your spells (describe)Typeui7Failure Level  a - Magic DartConjuration2% 1 b - Searing RayConjuration4%uim2 Select a spell to describe [?] help [!]/[I] toggle spell headersui/ ui1## #MasterCri the ConjureruiY2####.#####.##Octopode..#.#.....#.##Health: 17/17 ========================....~.....~..##Magic: 3/5==============----------ui~2..#~.~...~.~#.#AC: 1Str: 6ui2#..~.~.~.~..#EV: 12Int: 20ui2#...~.≈.~...#SH: 0ui(3Dex: 10#...~≈†≈~...#XL:  2 Next: 41% Place: Dungeon:1#...~≈@≈~...#Noise: ---------  Time: 175.0 (0.0).#..~.~≈~.~..#.uiU3b) +0 dagger..#~~~~.~~~~#.#ui3Cast: Magic Dart#.#..~.~..#.####.#.~.~.#.####.##.##.####.....##ui3##..####...#Welcome back, MasterCri the Octopode Conjurer. ui3_Press ? for a list of commands and other information.ui9uiHuiNuikPui~ uib Gear: 2/52 gear slots (Left/Right to switch category) Hand Weapons (go to first with ))  b - a +0 dagger (weapon)ui #a - a +0 clubuiuiui,## #MasterCri the Conjurer####.#####.##Octopode..#.#.....#.##Health: 17/17 ========================....~.....~..##Magic: 3/5==============----------..#~.~...~.~#.#AC: 1Str: 6#..~.~.~.~..#EV: 12Int: 20#...~.≈.~...#SH: 0uiKbDex: 10#...~≈†≈~...#XL:  2 Next: 41% Place: Dungeon:1#...~≈@≈~...#Noise: ---------  Time: 175.0 (0.0).#..~.~≈~.~..#.b) +0 dagger..#~~~~.~~~~#.#Cast: Magic Dart#.#..~.~..#.####.#.~.~.#.####.##.##.####.....####..###ui{#...#Welcome back, MasterCri the Octopode Conjurer. _Press ? for a list of commands and other information.ui#ui0uiuicuiui>uiuiFuif _uiuiouiuiui^uiuiuiuiuiuiuiuiuiui;4=====ui>ui8uiuiuiuiouiuiui|uiuiDuiui======uiui ui ui ui ,ui uiSuiui^uiui`uibuiLui}uiui uiAui'uibuiO5=====uiui, _Magic restored.ui"ui"=Water ui<$ui&6 _You enter the deep water.ui(uia(?Water uiR)ui*ui,uiP,ui-ui.ui/uiB0(=====uie0 ui1uit2ui33ui{4ui5ui6ui 7ui7uiN9uia:ui:ui:ui<ui=ui>ui>ui?ui@ui-AuiAuiBuiCui,DuiDuiEui GuiGuiHuiJui@K,uiKui8Nui#OuiTOuiOuiQuiR,uiSuirTuiUuiUuiIVuiWuiXuiXuiWYuiZuiG\uis\ui>]ui!mui2snuiH}uisYou encounter a goblin and a quokka.ui ####### ##.....## #########.#####.# #######......#.#.....#.#.....#........~.....~........#......#~.~...~.~#.....#.....#..~.~.~.~.r#.....#.....#...~.≈.~..g......@.....#...~≈†≈~....######.....#...~≈_≈~.. #.......#..~.~≈~.~.Magic Dart #..........#~~~~.~~~~ #..#..######.#..~.~..#.. #.. ##.#.~.~.#. r   quokka (asleep)# ..# ##.##.##.# g   goblin (asleep).. ui[40m##.....## ##..###218.0 (43.0)9.0 (44 _uiui ui Equip or unequip which item?  - - Tentacles Hand Weapons (go to first with ))  b - a +0 dagger (weapon)a - a +0 club[?] describe selected [!] equip|wield[tab] equip|unequip uiui! ui####### MasterCri the Conjurer##.....## Octopode#########.#####.# Health: 17/17 ========================#######......#.#.....#. Magic: 5/5========================.#.....#........~.....~. AC: 1Str: 6.......#......#~.~...~.~ EV: 12Int: 20#.....#.....#..~.~.~.~. SH: 0Dex: 10r#.....#.....#...~.≈.~.. XL:  2 Next: 41% Place: Dungeon:1g......@.....#...~≈†≈~.. Noise: ---------  Time:ib ;49m 219.0 (0.0)..######.....#...~≈_≈~.. b) +0 dagger#.......#..~.~≈~.~. Cast: Magic Dart#..........#~~~~.~~~~#..#..######.#..~.~..#.. #.. ##.#.~.~.#. r   quokka (asleep)# ..###.##.##.# g   goblin (asleep)#..##.....####..###Welcome back, MasterCri the Octopode Conjurer. _Press ? for a list of commands and other information. _Magic restored. _You enter the deep water. _You encounter a goblin and a quokka.uijXOkay, then.uiH ui!. _uiab# ##.....## ###.#####.########......#.#.....#.#.#.....#..~.....~........#......#~.~...~.~##.....#.....#..~.~.~.~..r#.....#.....#...~.≈.~.g.....#...~≈†≈~...######.....#...~≈_≈~.#.......#..~.~≈~.~.ui+c#..........#~~~~.~~~~##..#..######.#..~.~..#... #.. ##.#.~.~.#.## ..# ##.##.##.###.. uiiuiqj20.0 (1Magic Dart _uibw'_uiNyuiSuiiEquip or unequip which item?  - - Tentacles Hand Weapons (go to first with ))  b - a +0 dagger (weapon)a - a +0 club[?] describe selected [!] equip|wield[tab] equip|unequip ui uiw ui< <#######MasterCri the Conjurer##.....## Octopode#########.#####.## Health: 17/17 ========================#######......#.#.....#.# Magic: 5/5========================.#.....#........~.....~.. AC: 1Str: 6.......#......#~.~...~.~# EV: 12Int: 20#.....#.....#..~.~.~.~.. SH: 0Dex: 10r#.....#.....#...~.≈.~... XL:  2 Next: 41% Place: Dungeon:1ui g.......@....#...~≈†≈~... Noise: ---------  Time: 220.0 (0.0)..######.....#...~≈_≈~... b) +0 dagger#.......#..~.~≈~.~.. Cast: Magic Dart#..........#~~~~.~~~~##..#..######.#..~.~..#... #.. ##.#.~.~.#.## ..###.##.##.###..##.....####..###Welcome back, MasterCri the Octopode Conjurer. _Press ? for a list of commands and other information. _Magic restored. _You enter the deep water. _You encounter a goblin and a quokka. ui B_Okay, then.ui P  Okay, then.ui ui' ui . _uiui, Read which item? Scrolls  c - a scroll labelled ODIQUMNIUCW ui  e - a scroll labelled ADEMIEL KUOTT [!] read|quaff[?] describe selectedui]uicuiiE#######MasterCri the Conjurer##.....## Octopode#########.#####.## Health: 17/17 ========================#######......#.#.....#.# Magic: 5/5uij========================.#.....#........~.....~.. AC: 1Str: 6.......#......#~.~...~.~# EV: 12Int: 20#.....#.....#..~.~.~.~.. SH: 0Dex: 10ui*jr#.....#.....#...~.≈.~... XL:  2 Next: 41% Place: Dungeon:1uiRjg.......@....#...~≈†≈~... Noise: ---------  Time: 220.0 (0.0)..######.....#...~≈_≈~... b) +0 daggeruij#.......#..~.~≈~.~.. Cast: Magic Dart#..........#~~~~.~~~~##..#..######.#..~.~..#... #.. ##.#.~.~.#.## ..###.##.##.###..##.....####..### _Press ? for a list of commands and other information. _Magic restored. _You enter the deep water. uij_You encounter a goblin and a quokka. _Okay, then. _Okay, then.ui4pP  Okay, then.uivui;{ui|. _ui2ui3Dungeon Crawl HelpManual Contents Press one of the following keys toui 4)*Table of contents obtain more information on a certain A.Overview aspect of Dungeon Crawl.B.Starting Screen uiF4=?: List of commandsC.Attributes and Stats ^: Quickstart GuideD.Exploring the Dungeon uil4=:: Browse character notesE.Experience and Skills #: Browse character dumpF.Monsters ui4 ~: Macros helpG.Items &: Options helpH.Spellcasting ui4m%: Table of aptitudesI.Targeting /: Lookup descriptionJ.Religion Q: FAQui4@K.Mutations V: Version informationL.Licence, Contact, History !: Display diagnosticsui5M.Macros, Options, Performance Home: This screenN.uii5 Philosophy1.List of Character Species2.List of Character Backgrounds3.List of Skills4.List of Keys and Commands5.Inscriptions6.Dungeon sprint modesvi------------------------------------------------------------------------ M.MACROS, OPTIONS, PERFORMANCE ------------------------------------------------------------------------ vicCrawl supports redefining keys via key maps. This is useful when your keyboard layout makes some key awkward to use. You can also define macros: these are command sequences which can make playing a great deal more convenient. Note that mapping 'a' to some other key will treat almost all pressings of 'a' in that new way (including dropping and wielding, etc.), viqso is not recommended. Macroing 'a' to some other key will only change the command key 'a'. viǹ8You can set up key maps and macros in-game with the '~' key ('Ctrl-D' will also work); this also allows for saving all current key bindings and macros. Alternatively, you can directly edit the macro.txt file. For more information on both and for examples, see macros_guide.txt. viCrawl supports a large number of options that allow for great flexibility in the interface. They are fully documented in the file options_guide.txt. vi.1The options themselves are set in the file ~/.crawlrc (for UNIX systems - copy over init.txt to ~/.crawlrc) or init.txt (for Windows). Several interface routines are outsourced to external Lua scripts. The standard distribution has them in the dat/clua/ directory. Have a look atviC&viPRthe single scripts for short descriptions. &vib Generally, Crawl should run swiftly on all machines (it compiles out of the&vi*&vid`  box for Linux, Windows, OS X, and, to some lesser extent, other Unices).&vig&vi5 'vi"'viߜIf, for some reason, you find Crawl runs unacceptably slowly on your machine, there are a few measures which may improve the situation:'viv'vi;  'vib - set travel_delay = -1 to avoid screen redraws during travel (this might'vi (vi   be(viv(vi$(viL  especially useful if playing on a remote server)(vipu (vi> I  - try playing in console mode rather than tiles(vi)vi)vicviE *------------------------------------------------------------------------ N.PHILOSOPHY (PAS DE FAQ) ------------------------------------------------------------------------ In a nutshell: This game aims to be a tactical fantasy-themed dungeoncvi9 crawl. We strive for strategy being a concern, too, and for exquisite gameplay and interface. However, don't expect plots or quests. You may ponder about the wisdom of certain design decisions of Crawl. Thiscvi5b  section tries to explain some of them. It could also be of interest if youdvi~rviare used to other roguelikes and want a bit of background on the differences. Prime mainstays of Crawl development are the following, mostrvi[d of which are explained in more detail below. Note that many of these date back to Linley's first versions.rviy"   rvi? ) Major design goalsvi  * challenging and random gameplay, with skill making a real difference* meaningful decisions (no no-brainers)* avoidance of grinding (no scumming)* gameplay supporting painless interface and newbie support vi[ lMinor design goals* clarity (playability without need for spoilers)viH! vi * internal consistency* replayability (using branches, species, playing styles and gods)* proper use of out of depth monsters Balance ========================================vi_z  vig? viܫ qThe notions of balance, or being imbalanced, are extremely vague. Here is vi* /our definition: Crawl is designed to be a challenging game, and is also renowned for its randomness. However, this does not mean that wins are an arbitrary matter of luck: the skill of players will have the largest impact. So, yes, there may be situations where you are doomed - no actionvi b  could have saved your life. But then, from the midgame on, most deaths arevia  not of this type: By this stage, almost all casualties can be traced backvi]vvivto actual mistakes; if not tactical ones, then of a strategical type, like wrong skilling (too broad or too narrow), unwise use of resources (too conservative or too liberal), or wrong decisions about branch/god/gear.vitThe possibility of unavoidable deaths is a larger topic in computer games. Ideally, a game like this would be really challenging and have both randomvi ^  layout and random course of action, yet still be winnable with perfectvic  play. This goal seems out of reach. Thus, computer games can be soft in thevi7_  sense that optimal play ensures a win. Apart from puzzles, though, thisvigb  means that the game is solved from the outset; this is where the lack of avi}b  human game-master is obvious. Alternatively, they can be hard in the senseviJ vi b  that unavoidable deaths can occur. We feel that the latter choice providesvi gM * replayability (using branches, species, playing styles and gods)vi`pMinor design goals* clarity (playability without need for spoilers)vi!a* internal consistencyvi'`M * gameplay supporting painless interface and newbie supportviJM * avoidance of grinding (no scumming)vivivi JM * meaningful decisions (no no-brainers) vi3 viYPa The possibility of unavoidable deaths is a larger topic in computer games.viG viR b  Ideally, a game like this would be really challenging and have both randomvi9vivi{viovi5^  layout and random course of action, yet still be winnable with perfectvivi vi/ viJvi vib play. This goal seems out of reach. Thus, computer games can be soft in thevivi9vi vi viIviG viO vi/vi#vi-vivvi̙sense that optimal play ensures a win. Apart from puzzles, though, this means that the game is solved from the outset; this is where the lack of a vihuman game-master is obvious. Alternatively, they can be hard in the sense that unavoidable deaths can occur. We feel that the latter choice provides much more fun in the long run.vi"vi#HCrawl has a huge number of handmade vaults/maps to tweak the randomness.vi)vitYWhile the placement, and often parts of the contents, of such vaults are random as well, they provide several advantages: vaults offer challenges that are very hard to get via just random monster and layout generation; they may centre on some theme, providing additional immersion; finally, vi[they will often contain some loot, forcing players to decide between safety and greed.vifm(The next topic can also be filed under balance; see Replayability for whatvi/ 5  balance does not mean to us.)vi  vi^2 Crusade against no-brainersvi<vi!x vi? gMwrong skilling (too broad or too narrow), unwise use of resources (too vicviPwi^Crusade against no-brainers ======================================== A very important point in Crawl is steering away from no-brainers. SpeakingwiE about games in general, wherever there's a no-brainer, that means the development team put a lot of effort into providing a "choice" that'swib[  really not an interesting choice at all. And that's a horrible lostwi6 Qopportunity for fun. Examples for this are the resistances: there are very few permanent sources, most involve a choice (like rings or specific armour) or are only semi-permanent (like mutations). Another example is the absence of clear-cut best items, which comes from the fact that mostwiW artefacts are randomly generated. Furthermore, scrolls of acquirement offer a random selection of items instead of a specific wish. Likewise, there arewi|a  no sure-fire means of life saving (the closest equivalents are scrolls ofwi; Q  blinking, and good religious standings for some deities).wiAwi Crawl has a huge number of handmade vaults/maps to tweak the randomness. While the placement, and often parts of the contents, of such vaults arewiq wi;wiQIwiXwiwijf Uwi2 Ba random selection of items instead of a specific wish. Likewise, there are no sure-fire means of life saving (the closest equivalents are scrolls of blinking, and good religious standings for some deities). Anti-grinding ======================================== Uwi# qAnother basic design principle is avoidance of grinding (also known as scumming). These are activities that have low risk, take a lot of time, and bring some reward. This is bad for a game's design because it encourages players to bore themselves. Even worse, it may be optimal to do so. We try to avoid this! Uwi \ This explains why shops don't buy: otherwise players would hoover theVwiCXwipR qCrusade against no-brainers ========================================Xwi @Mbalance does not mean to us.)Xwiz kM(The next topic can also be filed under balance; see Replayability for whatXwiiYwiYwi3Ywi `  bring some reward. This is bad for a game's design because it encouragesYwiKYwiYwiN Ywi\ Ywi' Ywi"(a players to bore themselves. Even worse, it may be optimal to do so. We tryZwiZwilZwixZwi)Zwi Zwi] Zwi_#  Zwi~# % to avoid this!Zwi[wi)z[wiv[wiw\wi8This explains why shops don't buy: otherwise players would hoover the dungeon for items to sell. Not messing with lighting also falls into this\wiDcategory: there might be a benefit to mood when players have to carry candles/torches, but we don't see any gameplay benefit. The deep tactical\wiY\wi>H\winwi5nwi5ogameplay Crawl aims for necessitates permanent dungeon levels. Many a time nwi6characters have to choose between descending or battling. While caution is a virtue in Crawl, as it is in many other roguelikes, there are strongnwiW9  forces driving characters deeper.nwi~ nwi  nwi;J  Interfacenwi nwiDowiqwic======================================== The interface is radically designed to make gameplay easy - this sounds trivial, but we mean it. All tedious, but necessary, chores should bewi, c  automated. Examples are long-distance travel, exploration and taking notes.wi8 wiL  wi{ ` Also, we try to cater for different preferences: both ASCII and tiles arewi2supported; as are vi-keys and numpad. Documentation is plenty, context-specific and always available in-game. Finally, we ease getting started via tutorials. wiD Claritywi wiD 6======================================== Things ought to work in an intuitive way. Crawl definitely is winnable without spoiler access. Concerning important but hidden details (i.e. facts subject to spoilers) our policy is this: the joy of discovering somethingwiŰ spoily is nice, once. (And disappears before it can start if you feel you need to read spoilers - a legitimate feeling.) The joy of dealing withwiwi-)ever-changing, unexpected and challenging strategic and tactical situations that arise out of transparent rules, on the other hand, is nice again and again. That said, we believe that qualitative feedback is often better than precise numbers. wi3 In concrete terms, we either spell out a gameplay mechanic explicitly (either in the manual, or by in-game feedback) or leave it to min-maxers ifwi G  we feel that the naive approach is good enough.widConsistency ======================================== While there is no plot to speak of, the game should still be set in awi)a  consistent Crawl universe. For example, names of artefacts should fit thewiVwi1 Htrivial, but we mean it. All tedious, but necessary, chores should be automated. Examples are long-distance travel, exploration and taking notes. Also, we try to cater for different preferences: both ASCII and tiles are supported; as are vi-keys and numpad. Documentation is plenty, wiq Mcontext-specific and always available in-game. Finally, we ease getting wizpThe interface is radically designed to make gameplay easy - this soundswiTwi\wi%wiKM========================================wiwiO)(either in the manual, or by in-game feedback) or leave it to min-maxers if we feel that the naive approach is good enough. Consistency ========================================wi gWhile there is no plot to speak of, the game should still be set in awiYt wi!"wiPconsistent Crawl universe. For example, names of artefacts should fit the mood, vaults should be sensibly placed and monsters should somehow fit aswi+Gwell. Essentially, this is about player immersion. As such, it's good to have in mind, but consistency is always secondary to gameplay. A typicalwiwiwicwiexample is player vs. monster behaviour: while we try to make these identical (or similar), there are good reasons for keeping them distinct inwi, wiwi* wi[% certain cases.wi wi wi wiwi`xibReplayability ======================================== This is actually quite important, but in some sense just a corollary to the major design goals. Besides these, there are several other points helping to make playing Crawl fun over and over again: DiversityxiVVc  whenever there are choices to the player, be that choice of species, god,xi weapon or spell, the various options should be genuinely different. It isno good to provide dozens of weapons with different names (and perhapseven numbers) if, in the end, they all play the same. Many different speciesxi This is partly due to the skills and aptitude system. Similarly importantare the built-in starting bonuses/handicaps of species; these often havexi[xi great impact on play. To us, balance does not mean that all combinationsof background and species play equally well! Some are much morexiV`  challenging than others, and this is fine with us. Each species has atxixiM  least some backgrounds playing rather well, though.xixiq   xiu % Dungeon layoutxi$xi2have in mind, but consistency is always secondary to gameplay. A typical example is player vs. monster behaviour: while we try to make these identical (or similar), there are good reasons for keeping them distinct inxi/uconsistent Crawl universe. For example, names of artefacts should fit the mood, vaults should be sensibly placed and monsters should somehow fit as well. Essentially, this is about player immersion. As such, it's good tovexi:Mxi7;MWhile there is no plot to speak of, the game should still be set in axi#MxihxiL1xi This is partly due to the skills and aptitude system. Similarly importantare the built-in starting bonuses/handicaps of species; these often havegreat impact on play. To us, balance does not mean that all combinationsof background and species play equally well! Some are much morechallenging than others, and this is fine with us. Each species has atleast some backgrounds playing rather well, though.1xiU ~Dungeon layoutEven veteran players may find the Tomb or the Hells exciting (which are1xiE   1xi Hdesigned such that life endangering situations can always pop up). These1xi 2xic  and other branches may or may not fit a given character's buildup. By the2xil Kxi7Kxiz way, we strongly believe that games are pointless if you can reach theinvincible state. Kxi ReligionNxi;3NxiGa  This addresses new players, as getting to the Temple and choosing a godNxiNxi Nxi Nxif b  becomes the first major task of most games. But religion is also a pointOxi"Oxigxiuj in favour of replayability for experienced players, since the choice ofgod can matter as much as species does. Playing stylesgxi/  Related to, but encompassing, species, background, god are fundamentallydifferent playing styles like melee oriented fighter, stabber, etc.gxiJ c  Deciding on whether (and when!) to make a transition of style can make orgxiê6 break games. gxi;( Out of the depthsgxi? gxi gxiQ are the built-in starting bonuses/handicaps of species; these often havegreat impact on play. To us, balance does not mean that all combinationshxihxiWhxiΧxi] Out of the depths ======================================== From time to time a discussion about Crawl's unfair OOD (out of depth) monsters turns up, like a dragon on the second dungeon level. These are notxi* bugs! Actually, they are part of the randomness design goal. In this case, they also serve as additional motivation: in many situations, the OODxiNSxi monster can be survived somehow, and the mental bond with the character will then surely grow. OOD monsters also help to keep players on their toes by making shallow levels still not trivial. In a similar vein, early trips to the Abyss are not deficits: there's more than one way out, and successfully escaping is exciting for anyone. ########################################xi2A "  Appendicesxi3 @  ########################################xilM in favour of replayability for experienced players, since the choice ofxi5 M xi,6 Pbecomes the first major task of most games. But religion is also a pointxiQ xixik="  Appendicesxi#|P######################################## xiP_ ------------------------------------------------------------------------xi;  1.LIST OF CHARACTER SPECIESxi------------------------------------------------------------------------ Species are categorised, roughly, by how difficult and complex they are toxi=_  learn how to play, into three categories: *Simple*, *Intermediate*, andxixi3} Deciding on whether (and when!) to make a transition of style can make orbreak games. xixiSpecies are categorised, roughly, by how difficult and complex they are to learn how to play, into three categories: *Simple*, *Intermediate*, and *Advanced*. These categories do not necessarily align with difficulty forxiڌan experienced Crawl player, but rather are intended as an indication of to what degree a species has unusual or complex mechanics, or requires deeper/wider knowledge of how the game works. (For example, Djinn have onexiUU  of the higher win rates of all species, but are classified asxi`  "Intermediate" because their no-mp/no-books mechanic takes some adaptingxixiI]  to, and has non-trivial interactions with background and god choice.)xisSxi[  Despite being the outcome of a discussion among many players, thesexixiU]  categorizations definitely have a subjective element to them, and youxi#xi8;  shouldn't take them to be limiting!xiQ?  xi[ The order within categories is also, roughly, determined by our bestxixixjjudgment about the relative ease of learning to play each species. xi_Next to each species name, in parentheses, is the canonical abbreviation for the species.xixixiF xi G xiua Note: Use 'A' to check for which particular peculiarities a species mightxi4xixi\  have. Also, some species have special abilities which can bexijLxi\ xi [  accessed by the 'a' abilities menu. Some also have physicalxi& xi2.xisxiRxin xih xi W  characteristics which allow them to make extra attacks.xi3 lNote: Humans are a useful reference point when considering other species:xi%xil`  they have 0 for almost all aptitudes; have no special abilities,xivweakness, or constraints against using certain types ofequipment; move normally; and gain experience and willpower at axiT<xixixiS xiD _  "typical" rate. However, you will see that they are categorisedxiJ xixixiyi8t<as an *Intermediate* species -- because they are decent, but notexcellent, at nearly everything, a Human may need to make use ofall sorts of game mechanics depending on what they find in thedungeon, and know how to defend itself against any type of damageyiCor attack it encounters. yi% Simple speciesyi yi "yiG============== Species categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, yiothese quirks tend to be passive traits that simplify gameplay, rather than challenges that a player has to consciously work around. While all of theseyispecies do have weaknesses of some kind, these weaknesses are simple to understand, aren't fundamentally crippling to all members of the species,yi.Syi and are balanced by other strengths. In many cases the special properties of these species allow the player to set aside many aspects of the game while still developing a strong character. yi S 7yiGnolls (Gn)Gnolls are a species of caniform humanoids originally hailing from thearid deserts and grasslands of the east. In recent history they have7yic  become unusually attracted to the Dungeon, establishing tribes around and7yi ]  even inside of it. Unfortunately their long stay in the Dungeon has8yiy exposed their somewhat fragile minds to excessive amounts of its magic.On the one hand, their bizarrely altered brains now have incredible8yiF;  proficiency at learning every skill. On the other, these same alterationshave rendered Gnolls incapable of selective learning. They learn all8yiK :yiUz skills at the same time, so are generally unable to specialise in any onething.:yir:yi%  :yi:yi] In order to survive with this limitation, Gnolls use their universal:yiC :yi  knowledge to take advantage of every resource they find in the Dungeon.They also have a knack for finding items, allowing them to easily locatethe Dungeon's hidden treasures. Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies withbovine heads. They delve into the Dungeon because of their instinctive:yiF :yi:G L love of twisting passageways.Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear. When in close combat, Minotaurs are able to reflexivelyheadbutt those who dare attack them. Merfolk (Mf)The Merfolk are a hybrid species of half-Human, half-fish that typicallylive in the oceans and rivers, seldom venturing toward land. However,Merfolk aren't as limited on land as some myths suggest; their tails will:yi j quickly reform into legs once they leave the water (and, likewise, theirlegs will quickly reform into a tail should they ever enter water). Theytend to be surprisingly nimble on land as well as in the water. Expertsat swimming, they need not fear drowning and move very quickly throughwater.:yiu The Merfolk have developed their martial arts strongly on thrusting andgrappling, since those are the most efficient ways to fight underwater.They therefore prefer polearms and short swords above all other weapons,:yi" though they can also use longer swords quite well.As spellcasters, they tend to be quite good in specific areas. Theirmystical relationship with water makes it easier for them to use alchemy;yiZ and ice magic, which use water occasionally as a material component. Thelegendary water magic of the Merfolk was lost in ancient times, but some;yi;yi|a  of that affinity still remains. Most other magic seems foreign to them.;yi1;yiJ;yi \ the Dungeon's hidden treasures. Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies withbovine heads. They delve into the Dungeon because of their instinctivelove of twisting passageways.Minotaurs are extremely good at all forms of physical combat, but arer.;yiS arid deserts and grasslands of the east. In recent history they havebecome unusually attracted to the Dungeon, establishing tribes around and  even inside of it. Unfortunately their long stay in the Dungeon hasexposed their somewhat fragile minds to excessive amounts of its magic.  On the one hand, their bizarrely altered brains now have incredible;yiS proficiency at learning every skill. On the other, these same alterationshave rendered Gnolls incapable of selective learning. They learn allskills at the same time, so are generally unable to specialise in any one;yi#T /thing.  In order to survive with this limitation, Gnolls use their universal  knowledge to take advantage of every resource they find in the Dungeon.y also have a knack for finding items, allowing them to easily locatethe Dungeon's hidden treasures. ;yiNT Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies withbovine heads. They delve into the Dungeon because of their instinctive;yisT 0love of twisting passageways.  ;yiT Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear. When in close combat, Minotaurs are able to reflexivelyyi>yi?  On the one hand, their bizarrely altered brains now have incredibleproficiency at learning every skill. On the other, these same alterationshave rendered Gnolls incapable of selective learning. They learn all>yiE c  skills at the same time, so are generally unable to specialise in any one>yiT  thing.?yiyz  On the one hand, their bizarrely altered brains now have incredible  proficiency at learning every skill. On the other, these same alterations  have rendered Gnolls incapable of selective learning. They learn all  skills at the same time, so are generally unable to specialise in any on  thing.  In order to survive with this limitation, Gnolls use their universal  knowledge to take advantage of every resource they find in the Dungeon.  They also have a knack for finding items, allowing them to easily locatethe Dungeon's hidden treasures. Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies withbovine heads. They delve into the Dungeon because of their instinctivelove of twisting passageways.  Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear. When in close combat, Minotaurs are able to reflexivelyheadbutt those who dare attack them. Merfolk (Mf)The Merfolk are a hybrid species of half-Human, half-fish that typically?yiH  some headgear. When in close combat, Minotaurs are able to reflexivelyheadbutt those who dare attack them. Merfolk (Mf)The Merfolk are a hybrid species of half-Human, half-fish that typicallylive in the oceans and rivers, seldom venturing toward land. However,Merfolk aren't as limited on land as some myths suggest; their tails willquickly reform into legs once they leave the water (and, likewise, theirlegs will quickly reform into a tail should they ever enter water). Theytend to be surprisingly nimble on land as well as in the water. Experts?yi?Iat swimming, they need not fear drowning and move very quickly throughwater. erfolk have developed their martial arts strongly on thrusting andgrappling, since those are the most efficient ways to fight underwater.They therefore prefer polearms and short swords above all other weapons,though they can also use longer swords quite well.  As spellcasters, they tend to be quite good in specific areas. Thei?yihIrmystical relationship with water makes it easier for them to use alchemyand ice magic, which use water occasionally as a material component. The?yiIlegendary water magic of the Merfolk was lost in ancient times, but some  of that affinity still remains. Most other magic seems foreign to them. ?yithough they can also use longer swords quite well.  As spellcasters, they tend to be quite good in specific areas. Their  mystical relationship with water makes it easier for them to use alchemyand ice magic, which use water occasionally as a material component. Theegendary water magic of the Merfolk was lost in ancient times, but some?yi of that affinity still remains. Most other magic seems foreign to them. Gargoyles (Gr)A cross between ordinary stone gargoyles and living beings, Gargoyles arehideous humanoids with an affinity to earth magic. They have low health,?yibut large amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly.  ?yi/Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects of?yiTnecromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. They?yix^can also be exceptional earth-based conjurers. Mountain Dwarves (MD)?yiMountain Dwarves are stout and hardy folk, adept at fighting with axesand blugeoning weapons, though lacking the dexterity to excel at other?yiGforms of combat. Their reserves of magic are somewhat poor, though they?yi7  still make passable spellcasters, and their connection with the blood ofthe earth gives them a particular talent at fire and earth magics. Theirspell success is significantly less encumbered by armour than other?yik species.They are superlative artisans and smiths, employed in ancient times byeven the gods themselves, and this spiritual history makes them?yi[G c  exceptional at invoking divine aid. They can even use enchantment scrolls@yiP@yiyY@yiC and blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though they@yi*Dstill make passable spellcasters, and their connection with the blood ofthe earth gives them a particular talent at fire and earth magics. Theirspell success is significantly less encumbered by armour than other@yiJDbspecies.  They are superlative artisans and smiths, employed in ancient times by@yiiDIeven the gods themselves, and this spiritual history makes them@yiDexceptional at invoking divine aid. They can even use enchantment scrollsto improve artefacts that would be beyond the understanding of any other@yiD/species. Draconians (Dr)@yiDNDraconians are Human-dragon hybrids: humanoid in form and approximately@yiLE?Human-sized, with wings, tails and scaly skins. Draconians start out inan immature form with brown scales, but as they grow in power they takeon a variety of colours. This happens at an early stage in their career,and the colour is determined by chromosomes, not by behaviour.  @yiE1Most types of Draconians have breath weapons or special resistances.Draconians cannot wear body armour and advance very slowly in levels, butare reasonably good at all skills other than missile weapons, and theydevelop natural physical defences that compensate for the lack of body@yi Most types of Draconians have breath weapons or special resistances.Draconians cannot wear body armour and advance very slowly in levels, butare reasonably good at all skills other than missile weapons, and theydevelop natural physical defences that compensate for the lack of bodyarmour, without needing to train their Armour skill at all. Still, eachcolour has its own strengths and some have complementary weaknesses,which sometimes requires a bit of flexibility on the part of the player.good general-purpose spellcasters, and typically theirspellcasting aptitudes will adapt slightly when they gain a colour.  @yi  EDraconian colours are detailed below, in the subsection titled"Draconian types". Trolls (Tr)Trolls are monstrous creatures with powerful claws. They have thick,knobbly skins of any colour from putrid green to mucky brown, which arecovered in patches of thick fur.  They are incredibly strong, and regenerate rapidly from even the mostterrible wounds. However, they are hopeless at spellcasting and learnmost skills very slowly. Their large size prevents them from wearing mostforms of armour. @yir Deep Elves (DE)@yiĵ tThe Deep Elves are a species of Elves who long ago fled the overworld to@yi 4live in darkness underground. There, they developed their mental powers,evolving a natural gift for all forms of magic, and adapted physicallyto their new environment, becoming weaker and losing all colouration.They are poor at melee combat and physical defence, although they are@yi capable at using bows and other ranged weapons. Armataurs (At)The Armataurs are a large, scaled mammalian species, walking on four feetand swinging a powerful tail behind them. Their elephant-back armiesterrorise the lands outside the Dungeon. @yiG Ayipccapable at using bows and other ranged weapons. Armataurs (At)The Armataurs are a large, scaled mammalian species, walking on four feetand swinging a powerful tail behind them. Their elephant-back armiesterrorise the lands outside the Dungeon.  Armataurs instinctively roll when moving toward foes, getting a free moveand regenerating magic. They have great aptitudes with armour andshields, though their body shape reduces the protection offered by bodyarmour early on. At higher levels they also regenerate both health and  magic when rolling, making them truly resilient. Intermediate Species ==================== Species classified as *Intermediate* require a broader understanding of the mechanics of Crawl, have some weakness(es) that must be actively compensated for, and/or add a relatively complex mechanic (or change in mechanic) to gameplay. Humans (Hu)Humans are natural explorers. As they uncover new spaces in the dungeon,AyieHumans are natural explorers. As they uncover new spaces in the dungeon,they are refreshed and invigorated, rapidly healing and recovering magic.  They are also the most versatile of all species - having balancedaptitudes for all skills lets them adapt to use whatever they find. Kobolds (Ko)Kobolds are small, mysterious creatures of unknown origin. They are wellsuited to lurking in the darkness of the Dungeon, and have a reducedrange of vision which also reduces the range at which they can be seen byenemies.  They are competent in combat, especially with short blades, maces orranged weapons, and are comfortable with all forms of magic. They arealso very adept at using magical devices. Their small size makes them  unable to wield large weapons, but they are agile and stealthy, and  advance in levels slightly more quickly than Humans. Demonspawn (Ds)  Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawn  can be created in any number of ways: magical experiments, breeding,  unholy pacts, etc. Although many Demonspawn may initially beindistinguishable from those of pure mortal stock, they will inevitably  grow horns, scales or other unusual features. Powerful members of thisclass of beings also develop a range of unholy abilities, which areAyi*j listed as mutations.Demonspawn advance slowly in experience and learn most skills slightlyslower than Humans, although they are talented at some forms of magic.They learn Invocations especially quickly, although the good gods willnot accept their worship due to their unholy nature. Djinn (Dj)ByigThey learn Invocations especially quickly, although the good gods willnot accept their worship due to their unholy nature. Djinn (Dj)Djinn are beings of smokeless fire. They enter the world spontaneouslyByi,hnd without explanation, born with a tireless hunger for knowledge andadventure. Djinn have a unique relationship with magic: rather thanlearning spells from books, their spells come from within, welling upfrom their fiery core as they gain experience. They draw from that same  fiery core to cast spells - for Djinn, magical power and health are oneand the same.  As elemental beings, Djinn are immune to poison and highly resistant toByihfire, though cold damage is deeply inimical to them. Since they floatthrough the air without need for legs or feet, they cannot wear boots.  Djinn are middlingly competent at most forms of physical combat, but havea particular aptitude for spellcasting. Their aptitudes for all forms ofmagic are phenomenal, though their unique relationship with magic meansthat they cannot choose to train magic skills independently. Spriggans (Sp)ByihySpriggans are small magical creatures distantly related to Elves. They  love to frolic and cast mischievous spells.Byi+a particular aptitude for spellcasting. Their aptitudes for all forms ofmagic are phenomenal, though their unique relationship with magic meansthat they cannot choose to train magic skills independently. Spriggans (Sp)Spriggans are small magical creatures distantly related to Elves. Theylove to frolic and cast mischievous spells.  They are poor fighters and have little physical resilience, but they moveextremely quickly and stealthily, and are incredible at dodging attacks.They are terrible at destructive magic - conjurations, summonings,necromancy and elemental spells. On the other hand, they are excellent atother forms of magic and at evoking magical items. Their size makes themunable to wear most armour. They cannot wield large weapons, and evenmost smaller weapons require both hands to be wielded by a Spriggan. Revenants (Re)Revenants are skeletal undead, created when an individual dies to violentwithout being mourned or remembered. They rise with fragmentaryrecollections of their former life and an all-consuming hunger to clawback that existence which the world forgot. o powerful is this drive which animates them that they can actually ripthe very existence from others, tearing fragments of souls and memoriesByiCyi and even the fundamental essence of inanimate objects and turning theminto fuel for the unholy fire that forever flickers upon their form.Their nature makes them uniquely skilled at wielding destructive magic;while their reserves of magical energy are poor and their aptitudesunremarkable (aside from an affinity for ice, earth, and necromanticmagic), they can channel damage-dealing spells through their claws,Cyi}W CyiW] allowing them to perform melee attacks at the same time as they castCyi X spells. They can even burn away the memories they have collected tobriefly empower their magic and allow them to cast unhindered by armour.Beyond this, they are sturdy and skilled at using their claws in unarmedcombat, and possess the same immunity to poison, negative energy, andCyiÓ Otorment that all undead share, as well as a resistance to cold. Tengu (Te)CyiK [  The Tengu are an ancient and feared species of bird-people with aDyiEyi:briefly empower their magic and allow them to cast unhindered by armour.  Beyond this, they are sturdy and skilled at using their claws in unarmedcombat, and possess the same immunity to poison, negative energy, andEyiltorment that all undead share, as well as a resistance to cold. Tengu (Te)The Tengu are an ancient and feared species of bird-people with aEyiGlegendary propensity for violence. Basically humanoid with bird-likeheads and clawed feet, the Tengu can wear all types of armour excepthelmets and boots. Their magical nature helps them evade attacks while inmotion, and despite their lack of wings, more experienced Tengu canmagically fly. Eyi  EyiOThey are experts at all forms of fighting, including the magical arts ofEyiMcombat (conjurations, summonings and, to a lesser extent, necromancy).EyiOThey are good at air and fire elemental magic, but poor at ice and earthEyi Omagic. Tengu do not appreciate any form of servitude, and so are poor atEyidusing invocations. Their light avian bodies cannot sustain a great dealof injury. Eyi1Oni (On) EyiM Oni are large, rowdy creatures who love a good fight. They areexceptionally strong and robust, and their fondness for drink allows themEyi"~combat (conjurations, summonings and, to a lesser extent, necromancy).They are good at air and fire elemental magic, but poor at ice and earthmagic. Tengu do not appreciate any form of servitude, and so are poor atusing invocations. Their light avian bodies cannot sustain a great dealof injury. Oni (On)Oni are large, rowdy creatures who love a good fight. They areexceptionally strong and robust, and their fondness for drink allows themto heal twice as much from healing potions and even perform free meleeswings around themselves while they chug them.  They are proficient with most melee weapons and forms of magic, but lackthe dexterity or inclination to use ranged weapons or magical deviceswell. They are, however, good at throwing things, in particular largerocks.  Their large size prevents them from wearing most forms of armour, and arepoor at dodging, relying on their enormous bulk to survive battlesinstead. Barachim (Ba)Barachim are an amphibious humanoid species, spawned at the dEyir~Zawn of timeas servants for the gods. Inevitably, they rebelled and fled into theEyi(xwell. They are, however, good at throwing things, in particular largerocks. Eyi*) Their large size prevents them from wearing most forms of armour, and arepoor at dodging, relying on their enormous bulk to survive battlesinstead. EyiM)eBarachim (Ba)Barachim are an amphibious humanoid species, spawned at the dawn of timeEyim)Yas servants for the gods. Inevitably, they rebelled and fled into theEyi)mortal world; but even uncounted years later, the darkness still flees attheir approach, remembering those who they once served.  Eyi)Barachim's most remarkable trait is their grossly overmuscled legs, whichallow them to leap great distances. When not leaping, they are somewhatEyi)slow-moving, and the long sight-lines that their heritage creates can bea major disadvantage, but they can master almost any skill. Eyi*7Advanced Species ================ Eyi6**Advanced* species have some substantial weaknesses, and/or add multiple complex new mechanics to gameplay. This category includes several species that experienced players may not find difficult per se, but that mayEyi%require quite a bit of experience to adapt to. It also includes species that are just plain difficult, such as Mummies. Coglins (Co)Unlike most of their goblin kin, Coglins augment their tiny frames withcharm-wrought steel. Their exoskeletons, capable of wielding weaponsindependently in each arm, are begun with hand-me-downs from theirsprawling families. By the time they come of age, they are inseparablefrom their creations, and experienced individuals often furtherEyiV FyizSFyi'FyiFyiQ  customise themselves with uniquely powerful additions.Fyi Fyi Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility ofnatural bodies. Though their arms can fly in a whir of destruction, itFyi FyiE _  takes quite a bit of swinging to rev them up to that speed. Further,Fyi with their bodies swallowed in the controls of their machine, theycannot wear jewelry - the interference of multiple magical fields wouldbe catastrophic!Even so, a true Coglin would never criticise their creation. Theybelieve that spirits of steel and sandalwood come to rest within everything that draws blood, slowly and carefully re-attuning theirGyir  takes quite a bit of swinging to rev them up to that speed. Further,  with their bodies swallowed in the controls of their machine, they  cannot wear jewelry - the interference of multiple magical fields would  be catastrophic! Even so, a true Coglin would never criticise their creation. They Gyiݙ believe that spirits of steel and sandalwood come to rest within everything that draws blood, slowly and carefully re-attuning theirexoskeletons to those spirits whenever they wield or remove weapons.GyiNever scorn the spirits! Vine Stalkers (VS)Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines.Gyi5They possess a once-humanoid core, parasitised moments before death bythe magical vines. Lacking any other discernible features, their facesGyiZare dominated by the disproportionate, vicious maw with which theydisrupt and devour the magical energies of their foes.  GyiMagic courses freely through their bodies, and any damage they take issplit between their health and magical reserves. They also physicallyGyiƚregenerate at an alarming rate. However, these traits come at a price:the dual nature of their bodies makes them extremely frail, and theyGyi:cannot benefit from potions to heal their wounds. GyiU!They possess a once-humanoid core, parasitised moments before death bythe magical vines. Lacking any other discernible features, their facesare dominated by the disproportionate, vicious maw with which theydisrupt and devour the magical energies of their foes.Magic courses freely through their bodies, and any damage they take issplit between their health and magical reserves. They also physicallyregenerate at an alarming rate. However, these traits come at a price:GyiCUqthe dual nature of their bodies makes them extremely frail, and theycannot benefit from potions to heal their wounds.  Living examples of adaptation, Vine Stalkers level up quickly and lendwell to an all-out offensive style; trusting their stealth to choosetheir prey and then their regenerating capabilities to power through theGyibUwounds they may sustain in battle. Many members of the species, however,seen wielding magic quite competently and then switching to a hybridstyle when their reserves start to run low, thus replenishing theirGyiUshroud of magic and their spells' fuel with each voracious bite. Poltergeists (Po)Poltergeists are undead spirits who delight in causing trouble for theliving. Completely incorporeal, they interact with the physical world bypossessing small objects and making them fly through the air. They canuse this to fight with weapons as well as the living do, as well as gainGyiGyi the protective benefits of many different hats, boots, gloves, and cloaksat once, though body armour is too large for them to manipulate in thisGyi3fashion. At higher levels of experience, they can even control thesepossessed objects at a distance from time to time, harassing their foesGyi]with a barrage of unruly armour.Their superlative aptitude for both stealth and hexes make them powerfulenchanters, and they are adequate at most other forms of magic, thoughGyithey struggle with conjurations. They are adept with short blades, if alittle below average with heavier weapons, and their lack of a physicalGyi%Hyi&N body makes them terrible at unarmed combat. The same power they used topossess objects makes them natural experts at throwing.Finally, their nature as spirits of bad luck also grants them temporaryAC whenever they inflict maladies upon their enemies. Demigods (Dg)Hyi/Demigods are mortals with some divine or angelic ancestry, howeverdistant. Demigods look more or less like members of their mortal part'sspecies, but they are extremely robust and can draw on great supplies ofmagical energy. They are able to sculpt their attributes to a far greaterHyi% extent than any other species, gaining substantial boosts to their choiceof Strength, Intelligence or Dexterity as they gain experience. On thedownside, they advance more slowly in experience than any other species,gain skills slightly less quickly than Humans and, due to their status,refuse to worship any god. Formicids (Fo)The Formicids are a species of humanoid ants. Just like their tiny insectancestors, the Formicids are well adept at earth work, both on theHyi physical and magical sides. Their abilities have been used to tunnelimmense underground communities and structures, many of which are tens ofthousands of years old.Perhaps unfortunately, their strong ties to earth have left themHyiiHyi Hyi$ p completely impervious to being teleported or hasted; Formicids are tiedHyik to the earth with a complete sense of stasis. While this is a seeminglybad property for a dungeon adventurer, stasis has the beneficial effectof preventing many types of nasty hexes and maledictions.Hyi With the ability to lift ten times their own weight, the Formicids havestrength rivaling that of Oni. This, along with the fact that they haveHyi pfour arms, allows Formicid warriors to equip both a shield and atwo-handed weapon at the same time. Hyi Perhaps unfortunately, their strong ties to earth have left themcompletely impervious to being teleported or hasted; Formicids are tiedto the earth with a complete sense of stasis. While this is a seeminglybad property for a dungeon adventurer, stasis has the beneficial effectof preventing many types of nasty hexes and maledictions.  With the ability to lift ten times their own weight, the Formicids havestrength rivaling that of Oni. This, along with the fact that they havefour arms, allows Formicid warriors to equip both a shield and atwo-handed weapon at the same time.  Formicids make good earth mages and alchemists, but are quite capable atboth melee and ranged combat too. They are naturally bad at air magic andconjurations. Nagas (Na)Nagas are a hybrid species: Human from the waist up with a large snaketail instead of legs.They are reasonably good at most things and advance in experience levelsat the same rate as Humans. They are naturally resistant to poisons, cansee invisible creatures, and have tough skin, but their tails arerelatively slow and cannot move them around as quickly as can otherHyi Icreatures' legs (this only affects their movement rate; all other actionsIyia Iyib are at normal speed). Like Armataurs, their body shape also prevents themIyieM Perhaps unfortunately, their strong ties to earth have left themIyiIyihIyiq are at normal speed). Like Armataurs, their body shape also prevents themfrom gaining full protection from body armour. A Naga's biggest forte isIyiپ b  stealth: Nagas are very good at moving unnoticed. Their tails eventuallyIyi  grow strong enough to constrict their foes in combat.Nagas can spit poison; the accuracy and damage of this poison increasesIyiU with the Naga's experience level. Octopodes (Op)These land-capable relatives of common octopuses can move about as fastas Humans and yet retain the ability to swim underwater, although theirIyiH dual adaptation is not as good as that of the shapechanging Merfolk.Octopodes have eight tentacle-shaped legs, and need four of them to move.While a tentacle lacks fingers, two tentacles are a rough equivalent of aJyiA Human's arm where item manipulation is concerned - including wieldingtwo-handed weapons with four. They can use no armour other than loosehats, but can handle shields just fine. Another peculiarity they have isthe ability to wear eight rings, one on each tentacle.JyiJyi ` JyiA` JyiIJyi Their natural camouflage makes them excel at stealth, and they have goodknowledge of alchemy as well. They are also able to use their tentaclesJyi  to constrict enemies - potentially several at a time! Felids (Fe)Felids are a breed of cats that have been granted sentience. Originallythey were witches' familiars that were magically augmented to providehelp for their masters' rituals, yet many have abandoned, outlived, or,in at least one case, eviscerated their former masters and gone out intoJyi  Jyi1 Kyiu are at normal speed). Like Armataurs, their body shape also prevents themfrom gaining full protection from body armour. A Naga's biggest forte isKyivNstealth: Nagas are very good at moving unnoticed. Their tails eventuallyKyiVv;grow strong enough to constrict their foes in combat. KyinM creatures' legs (this only affects their movement rate; all other actionsKyi̺ hM relatively slow and cannot move them around as quickly as can otherKyi fM see invisible creatures, and have tough skin, but their tails areKyiJH KyiM KyiNat the same rate as Humans. They are naturally resistant to poisons, can LyiLyiWMyiIMyikyi  Their natural camouflage makes them excel at stealth, and they have goodknowledge of alchemy as well. They are also able to use their tentaclesto constrict enemies - potentially several at a time! kyie} Felids (Fe)Felids are a breed of cats that have been granted sentience. Originallythey were witches' familiars that were magically augmented to providehelp for their masters' rituals, yet many have abandoned, outlived, or,kyiA} in at least one case, eviscerated their former masters and gone out intothe world.lyimyiUr While fully capable of using speech and most forms of magic, Felids aremyiat a serious disadvantage due to their inability to use armour orweapons.Their agility and stealth are legendary, as is their ability to get tomyi$ hard to reach places. Felids advance in levels very slowly. They areskilled with many forms of magic, though less so with raw elementalmagic.myi+   myiK nyiD Felids start with an extra life, and gain more as they increase inlevels. Upon death, they will be resurrected in a safe place. Mummies (Mu)These are undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to. nyi Mummies progress slowly in levels, half again as slowly as Humans in allskills except fighting, spellcasting and necromancy. The sacred embalmingrituals 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 desiccatednyiZnyiEL. bodies are highly flammable. They also cannot drink.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. Draconian typesoyimP======================================== oyiU% Red Draconiansryi feel 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. White Draconiansryi& stem from frost-bitten lands, and are naturally resistant to frost. Theybeathe piercing cold which encases anything it kills in a solid block ofryi syiqZ ice. 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.syiVYellow Draconianshave a sulphurous breath full of corrosive acid, and are naturally acidsyisyiz 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 Draconiasyiz ns  are used to venomous surroundings and breathe clouds of mephitic vapours.They are especially good in the arts of alchemy and without deficiencies syiz q in other magic realms. Later on, they will develop a poisonous stinger. Yellow Draconianssyi{ have a sulphurous breath full of corrosive acid, and are naturally acidresistant. Their knowledge of corrosion makes them especially good in the syi2{ h maintenance of Forgecraft machinery. Later on, they gain an acidic biteattack. syiR{ cGrey Draconianscan breathe torrents of mud which impede the movement and attacks of syiq{ non-flying enemies. They are proficient with earth magic but bad with airmagic. Later on, iron fuses onto their scales to make them hardier thansyi{ "other Draconians. syi{ Black Draconians  can unleash arcing electrical discharges, and are naturally insulated.They are good at air magic but feel cumbersome with earth magic. Theirsyiw ?Grey Draconianscan breathe torrents of mud which impede the movement and attacks ofnon-flying enemies. They are proficient with earth magic but bad with air  magic. Later on, iron fuses onto their scales to make them hardier thanother Draconians. syi-x =Black Draconianscan unleash arcing electrical discharges, and are naturally insulated.  They are good at air magic but feel cumbersome with earth magic. Theirwings will eventually grow larger, which allows them to fly when combinedwith their natural skill with air magic. syiOx `Purple Draconiansare highly adapted to all spellcasting in general, and to hexes in syiox particular. They are a bit better at evoking things than most otherDraconians. They can breathe dispelling energy which strips those it hitssyix Rof enchantments and impairs their spellcasting. They are stronger-willedsyix than other draconians, and later on, they gain resistance to bothexternal mana draining and to enchantment stripping. Palesyix syix are better at air and fire magic, and have no deficiencies in otherschools. They breathe sight-obscuring steam and, like their Purplesyi7 cousins, have a slight advantage at Evocations. ------------------------------------------------------------------------tyi?  2.LIST OF CHARACTER BACKGROUNDStyi!tyi_`  ------------------------------------------------------------------------tyityib   tyiR tyi9uyibuyi$] In your quest, you play as one of a large number of different types ofuyi`  characters. Although each has its own strengths and weaknesses, some areuyi\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 alluyiAdspecies 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. uyi 5Each 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.uyiR 5Warrior backgroundsuyi +  ===================vyiB<vyiC  vyivyivyi vyi vyi_ W Warriors are experienced at using physical weapons and defendingvyivyiAwyi.#  themselves.wyi4wyidTwyiT  wyi wyi xyi xyiK#######MasterCri the Conjurer##.....## Octopode#########.#####.## Health: 17/17 ========================#######......#.#.....#.# Magic: 5/5========================.#.....#........~.....~.. AC: 1Str: 6.......#......#~.~...~.~# EV: 12Int: 20xyig#.....#.....#..~.~.~.~.. SH: 0Dex: 10r#.....#.....#...~.≈.~... XL:  2 Next: 41% Place: Dungeon:1g.......@....#...~≈†≈~... Noise: ---------  Time: 220.0 (0.0)..######.....#...~≈_≈~... b) +0 dagger#.......#..~.~≈~.~.. Cast: Magic Dart#..........#~~~~.~~~~##..#..######.#..~.~..#... #.. ##.#.~.~.#.## ..#xyi##.##.##.###..##.....####..### _Magic restored. _You enter the deep water. _You encounter a goblin and a quokka. _Okay, then. _Okay, then. _Okay, then.xyi xyi+ xyiM xyi {yi= 3 _{yiB B{yiC {yiYD {yizh {yi #.....#.....#..~.~.~.~r#.....#.....#...~.≈.~.g............#...~≈†≈~. ..######.....#...~≈_≈~. ###.......#..~.~≈~.~ #..........#~~~~.~~~ #..#..######.#. ....##..# ##.#.~.~.# ### #.@## ##.##.##5.0 (5 #..# ##.....#...## ##..###..#.. #...##.. ..# ##..##(. .... ###..##. ####..## ###....# #...##.....##.##{yi A6.0 (6{yi {yi _You enter the deep water. _You encounter a goblin and a quokka.Okay, then. __Found 6 javelins.yiHyiDungeon Crawl Stone Soup 0.34.0-6-gc09a8b0c2f  Esc - Return to gameS - Save and exit  yiPn# - Generate and view character dump  ~ - Edit macros  ? - Help and manual  / - Lookup info  yirHQ - Quit and abandon characteryi%_ yip [?25h[?0cyiRq #.....#.....#..~.~.~.~ MasterCri the Conjurerr#.....#.....#...~.≈.~. Octopodeg............#...~≈†≈~. Health: 17/17 ========================..######.....#...~≈_≈~. Magic: 5/5========================###.......#..~.~≈~.~ AC: 1yiq Str: 6#..........#~~~~.~~~ EV: 12Int: 20#..#..######.#..~.~.. SH: 0Dex: 10yir ....##..# ##.#.~.~.# XL:  2 Next: 41% Place: Dungeon:1### #.@## ##.##.##. Noise: ---------  Time: 226.0 (6.0)#..###.....# b) +0 dagger...####..### Cast: Magic Dart..#..#...##.. ..###..##(. ....###..##. ####..## ###....##...###.....###.....##.## _Okay, then. _Okay, then. _Okay, then. _Found 6 javelins.  yir Are you sure you want to abandon this character and quit the game? (Confirmwith "quit".) yi [?25l[?1cyi!quityi,:  --more--yiȤyiNGear: 2/52 gear slots (Left/Right to switch category) Hand Weapons (go to first with )) yiV b - a +0 dagger (weapon)a - a +0 clubyi/Goodbye, MasterCri.14 MasterCri the Conjurer (level 2, 17/17 HPs)Began as an Octopode Conjurer on Feb 16, 2026.Quit the game on level 1 of the Dungeon.The game lasted 00:05:19 (222 turns). Best Crawlers -1.17664546 platinum DECj-27 escaped with the Orb2.16465487 therodimus VSBr-27 escaped with the Orb3.16376138 DocSulfur FoNe-27 escaped with the Orb4.15136186 l1quidcrys GrFi-27 escaped with the Orb5.15099410 RavnDgHu-27 escaped with the Orb6.14682103 thewalrus OnGl-27 escaped with the Orb7.14300794 kaboissonn ReEE-27 escaped with the Orb8.13219161 RavnMiFi-27 escaped with the Orb9.12683640 bentocg OpSh-27 escaped with the Orb  10.10761664 kilrfish BaCj-27 escaped with the Orb  11. 8240704 Richler151 MiFi-27 escaped with the Orb  12. 7345102 RavnMiSh-27 escaped with the Orb  13. 6273140 kaboissonn TrFi-25 escaped with the Orb  14. 6272660 quackz1234 GrEE-27 escaped with the Orb  15. 4503340 aspacedog GnAl-27 escaped with the Orbyi?TyikwC [?25h[?0c [?1051l[?1052l[?1060l[?1061l