]i^  Player: m3hm3hm3h Game: Mothkin Server: crawl.dcss.io Filename: 2025-11-07.20:56:48.ttyrec Time: (1762549008) Fri Nov 7 20:56:48 2025 ]i" [?1051l[?1052l[?1060l[?1061h]if$V)0[?7h[?25l[?1c]iD&]iC+]i93~Welcome, m3hm3hm3h. Please select your species. SimpleIntermediateAdvanced a - Gnoll j - Humans - Coglin b - Minotaurk - Koboldt - Vine Stalker c - Merfolkl - Revenantu - Poltergeist d - Gargoylem - Demonspawnv - Demigod e - Mountain Dwarfn - Djinniw - Mothkin f - Draconiano - Sprigganx - Formicid g - Trollp - Tenguy - Naga h - Deep Elfq - Oniz - Octopode i - Armataurr - BarachiA - FelidB - Mummy Gnolls are canine-like humanoids. They are unable to specialise in any single skill, but instead gradually become proficient in all skills at once. + - Recommended species * - Random species # - Recommended character ! - Random character % - List aptitudesSpace - Pick background first ? - Help]i2------------------------------------------------------------------------ 1.LIST OF CHARACTER SPECIES ------------------------------------------------------------------------ Species 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 for an 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 one of the higher win rates of all species, but are classified as "Intermediate" because their no-mp/no-books mechanic takes some adapting to, and has non-trivial interactions with background and god choice.) Despite being the outcome of a discussion among many players, these categorizations definitely have a subjective element to them, and you shouldn't take them to be limiting! The order within categories is also, roughly, determined by our best judgment about the relative ease of learning to play each species. ]i2Next to each species name, in parentheses, is the canonical abbreviation for the species. Note: Use 'A' to check for which particular peculiarities a species might]i1]iqdDespite being the outcome of a discussion among many players, these categorizations definitely have a subjective element to them, and you shouldn't take them to be limiting! The order within categories is also, roughly, determined by our best judgment about the relative ease of learning to play each species. Next to each species name, in parentheses, is the canonical abbreviation for the species. Note: Use 'A' to check for which particular peculiarities a species might have. Also, some species have special abilities which can be accessed by the 'a' abilities menu. Some also have physical characteristics which allow them to make extra attacks. Note: Humans are a useful reference point when considering other species:they have 0 for almost all aptitudes; have no special abilities, weakness, or constraints against using certain types of equipment; move normally; and gain experience and willpower at a"typical" rate. However, you will see that they are categorised as an *Intermediate* species -- because they are decent, but not excellent, at nearly everything, a Human may need to make use ofall sorts of game mechanics depending on what they find in the dungeon, and know how to defend itself against any type of damage]i^kor attack it encounters. Simple species ============== ]i_Species categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, these quirks tend to be passive traits that simplify gameplay, rather than]i Species categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, these quirks tend to be passive traits that simplify gameplay, rather than challenges that a player has to consciously work around. While all of these species do have weaknesses of some kind, these weaknesses are simple to understand, aren't fundamentally crippling to all members of the species, 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. Gnolls (Gn)Gnolls are a species of caniform humanoids originally hailing from thearid deserts and grasslands of the east. In recent history they havebecome unusually attracted to the Dungeon, establishing tribes around andeven 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  proficiency at learning every skill. On the other, these same alterationshave rendered Gnolls incapable of selective learning. They learn all  skills at the same time, so are generally unable to specialise in any on  thing. ]i FH In order to survive with this limitation, Gnolls use their universalknowledge 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 are]i^t  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 willquickly reform into legs once they leave the water (and, likewise, theirlegs will quickly reform into a tail should they ever enter water). Theyend to be surprisingly nimble on land as well as in the water. Expertsat swimming, they need not fear drowning and move very quickly throughwater.  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,  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 alchemyand ice magic, which use water occasionally as a material component. Thelegendary water magic of the Merfolk was lost in ancient times, but some]i4A ]i~A | of that affinity still remains. Most other magic seems foreign to them. Gargoyles (Gr)]iU A cross between ordinary stone gargoyles and living beings, Gargoyles arehideous humanoids with an affinity to earth magic. They have low health,but large amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly.Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects ofnecromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. Theycan also be exceptional earth-based conjurers. Mountain Dwarves (MD)]i?but large amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly.  Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects of]irFnecromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. Theycan also be exceptional earth-based conjurers. Mountain Dwarves (MD)  Mountain Dwarves are stout and hardy folk, adept at fighting with axes]iand blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though theystill make passable spellcasters, and their connection with the blood of]ithe earth gives them a particular talent at fire and earth magics. Theirspell success is significantly less encumbered by armour than other]ispecies.  ]i4They are superlative artisans and smiths, employed in ancient times byeven the gods themselves, and this spiritual history makes themexceptional at invoking divine aid. They can even use enchantment scrollsto improve artefacts that would be beyond the understanding of any other ]iP species.]iDraconians (Dr)Draconians are Human-dragon hybrids: humanoid in form and approximatelyHuman-sized, with wings, tails and scaly skins. Draconians start out in]im@r an immature form with brown scales, but as they grow in power they take]iAuon a variety of colours. This happens at an early stage in their career,and the colour is determined by chromosomes, not by behaviour.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 they]iaB $ but large amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly.Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects ofnecromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. Theycan also be exceptional earth-based conjurers. Mountain Dwarves (MD)]iM H  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,though they can also use longer swords quite well. ]i  As spellcasters, they tend to be quite good in specific areas. Theirmystical relationship with water makes it easier for them to use alchemyand ice magic, which use water occasionally as a material component. The  legendary water magic of the Merfolk was lost in ancient times, but someof that affinity still remains. Most other magic seems foreign to them. ]i pGargoyles (Gr)A cross between ordinary stone gargoyles and living beings, Gargoyles are]i hideous humanoids with an affinity to earth magic. They have low health,but large amounts of innate armour which increases further as they gain]i levels. They eventually gain the ability to fly.  Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects of]iD necromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. They]ih 7can also be exceptional earth-based conjurers. ]ip+M water.]imW 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]i/nLat swimming, they need not fear drowning and move very quickly through ]iq6They 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 typicallyive 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, their  legs 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.  The Merfolk have developed their martial arts strongly on thrusting and]i become unusually attracted to the Dungeon, establishing tribes around andeven inside of it. Unfortunately their long stay in the Dungeon has]iה/exposed their somewhat fragile minds to excessive amounts of its magic.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]iskills at the same time, so are generally unable to specialise in any onething.In order to survive with this limitation, Gnolls use their universal]i@Oknowledge to take advantage of every resource they find in the Dungeon.]iSQ ]iQ;Species categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, these quirks tend to be passive traits that simplify gameplay, rather than challenges that a player has to consciously work around. While all of these ]iQspecies do have weaknesses of some kind, these weaknesses are simple to understand, aren't fundamentally crippling to all members of the species, ]iQand 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 s]iQ1till developing a strong character. ]iRGnolls (Gn)Gnolls are a species of caniform humanoids originally hailing from thearid deserts and grasslands of the east. In recent history they have]i3Rbecome 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. ]iURT On the one hand, their bizarrely altered brains now have incredible]itRproficiency 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]iRthing. ]i>dungeon, and know how to defend itself against any type of damageor attack it encounters. Simple species ============== ]iV<The order within categories is also, roughly, determined by our best judgment about the relative ease of learning to play each species. Next to each species name, in parentheses, is the canonical abbreviation for the species. Note: Use 'A' to check for which particular peculiarities a species might have. Also, some species have special abilities which can be accessed by the 'a' abilities menu. Some also have physical characteristics which allow them to make extra attacks. Note: Humans are a useful reference point when considering other species: they have 0 for almost all aptitudes; have no special abilities, weakness, or constraints against using certain types of equipment; move normally; and gain experience and willpower at a"typical" rate. However, you will see that they are categorisedas an *Intermediate* species -- because they are decent, but not excellent, at nearly everything, a Human may need to make use of all sorts of game mechanics depending on what they find in dungeon, and know how to defend itself against any type of damage or attack it encounters. Simple species ==============]i+#M]iall sorts of game mechanics depending on what they find in the dungeon, and know how to defend itself against any type of damage or attack it encounters. Simple species ]ifT============== Species categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, these quirks tend to be passive traits that simplify gameplay, rather than challenges that a player has to consciously work around. While all of these ]ispecies do have weaknesses of some kind, these weaknesses are simple to understand, aren't fundamentally crippling to all members of the species, ]iRand are balanced by other strengths. In many cases the special properties ]iMof these species allow the player to set aside many aspects of the game ]i;while still developing a strong character. ]i Gnolls (Gn)]i'Gnolls are a species of caniform humanoids originally hailing fromarid deserts and grasslands of the east. In recent history they have]iBbecome unusually attracted to the Dungeon, establishing tribes around andeven inside of it. Unfortunately their long stay in the Dungeon has ]i]I exposed their somewhat fragile minds to excessive amounts of its magic.]i^| $ ]i| AOn 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 allskills at the same time, so are generally unable to specialise in any onething. ]i{1 In order to survive with this limitation, Gnolls use their universalknowledge 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. ]i{Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies withbovine heads. They delve into the Dungeon because of their instinctive]iH skills at the same time, so are generally unable to specialise in any onething.  In order to survive with this limitation, Gnolls use their universalknowledge 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 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 reforma tail should they ever enter water). They]iP tend to be surprisingly nimble on land as well as in the water. Expertsat swimming, they need not fear drowning and move very quickly throughwater.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,though they can also use longer swords quite well.]i  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 reforma 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.  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,  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 alchemyand ice magic, which use water occasionally as a material component. Theendary water magic of the Merfolk was lost in ancient times, but someof 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,but large amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly. ]i Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects ofnecromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. Theycan also be exceptional earth-based conjurers. ]iQ#]ibQMountain Dwarves (MD)Mountain Dwarves are stout and hardy folk, adept at fighting with axesand blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though they]iRstill 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 otherspecies. ]i]b  They are superlative artisans and smiths, employed in ancient times byeven the gods themselves, and this spiritual history makes themexceptional at invoking divine aid. They can even use enchantment scrollsto improve artefacts that would be beyond the understanding of any otherspecies. Draconians (Dr)Draconians are Human-dragon hybrids: humanoid in form and approximately]i; spell success is significantly less encumbered by armour than otherspecies.  Tsuperlative artisans and smiths, employed in ancient times byeven the gods themselves, and this spiritual history makes themexceptional at invoking divine aid. They can even use enchantment scrolls  to improve artefacts that would be beyond the understanding of any otherspecies. Draconians (Dr)Draconians are Human-dragon hybrids: humanoid in form and approximatelHuman-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.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.They are good general-purpose spellcasters, and typically their]iS spellcasting aptitudes will adapt slightly when they gain a colour.Draconian colours are detailed below, in the subsection titled]i"Draconian types". ]i?]i@Trolls (Tr)Trolls are monstrous creatures with powerful claws. They have thick,knobbly skins of any colour from putrid green to mucky brown, which are]iY@covered in patches of thick fur.They are incredibly strong, and regenerate rapidly from even the mostterrible wounds. However, they are hopeless at spellcasting and learn]i@umost skills very slowly. Their large size prevents them from wearing mostforms of armour. Deep Elves (DE)]in ]i QThe Deep Elves are a species of Elves who long ago fled the overworld tolive 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. ]i+% ]i+They are poor at melee combat and physical defence, although they arecapable 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 ]i7 t magic when rolling, making them truly resilient. Intermediate Species  ]i7 ==================== Species classified as *Intermediate* require a broader understanding of the mechanics of Crawl, have some weakness(es) that must be actively ]i and 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 andmagic 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,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 well  suited to lurking in the darkness of the Dungeon, and have a reduced  range of vision which also reduces the range at which they can be seen by!]iA w enemies.They are competent in combat, especially with short blades, maces or!]iC ranged weapons, and are comfortable with all forms of magic. They arealso very adept at using magical devices. Their small size makes themunable to wield large weapons, but they are agile and stealthy, and!]iDadvance in levels slightly more quickly than Humans. Demonspawn (Ds)Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawn"]iz"]i  can be created in any number of ways: magical experiments, breeding,unholy pacts, etc. Although many Demonspawn may initially be"]i`indistinguishable from those of pure mortal stock, they will inevitablygrow horns, scales or other unusual features. Powerful members of thisclass of beings also develop a range of unholy abilities, which arelisted as mutations."]iP4 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)Djinn are beings of smokeless fire. They enter the world spontaneouslyand without explanation, born with a tireless hunger for knowledge andadventure. Djinn have a unique relationship with magic: rather than#]i learning spells from books, their spells come from within, welling upfrom their fiery core as they gain experience. They draw from that samefiery 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 tofire, though cold damage is deeply inimical to them. Since they float#]i2 through the air without need for legs or feet, they cannot wear boots.Djinn are middlingly competent at most forms of physical combat, but have#]iya 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)#]iFSpriggans are small magical creatures distantly related to Elves. They#]iϗ love 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.#]ip6  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 them#]i6 unable to wear most armour. They cannot wield large weapons, and evenmost smaller weapons require both hands to be wielded by a Spriggan. $]iRevenants (Re)Revenants are skeletal undead, created when an individual dies to violentmagic without being mourned or remembered. They rise with fragmentaryrecollections of their former life and an all-consuming hunger to claw$]iU back that existence which the world forgot.So powerful is this drive which animates them that they can actually ripthe very existence from others, tearing fragments of souls and memoriesand 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,allowing them to perform melee attacks at the same time as they cast$]iV$]il 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 unarmed$]i  combat, and possess the same immunity to poison, negative energy, andtorment that all undead share, as well as a resistance to cold. Tengu (Te)The Tengu are an ancient and feared species of bird-people with alegendary propensity for violence. Basically humanoid with bird-likeheads and clawed feet, the Tengu can wear all types of armour excepthelmets and boots. Their magical nature helps them evade attacks while inmotion, and despite their lack of wings, more experienced Tengu canmagically fly.They are experts at all forms of fighting, including the magical arts of$]i %]i9 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 are%]ih exceptionally 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.%]i= t Their large size prevents them from wearing most forms of armour, and are%]i Qpoor at dodging, relying on their enormous bulk to survive battlesinstead.%]iox 6Barachim (Ba)%]i#y "Barachim are an amphibious humanoid species, spawned at the dawn of timeas servants for the gods. Inevitably, they rebelled and fled into themortal world; but even uncounted years later, the darkness still flees attheir approach, remembering those who they once served.&]i&]i/L&]idLu Barachim's most remarkable trait is their grossly overmuscled legs, whichallow them to leap great distances. When not leaping, they are somewhatslow-moving, and the long sight-lines that their heritage creates can bea major disadvantage, but they can master almost any skill. Advanced Species ================&]ijj *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 may &]ijrequire quite a bit of experience to adapt to. It also includes species that are just plain difficult, such as Mummies. Coglins (Co)&]i\LUnlike 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 inseparable']ifrom their creations, and experienced individuals often furthercustomise themselves with uniquely powerful additions.Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility ofnatural bodies. Though their arms can fly in a whir of destruction, ittakes quite a bit of swinging to rev them up to that speed. Further,']iv]  with their bodies swallowed in the controls of their machine, they']i cannot wear jewelry - the interference of multiple magical fields wouldbe catastrophic!Even so, a true Coglin would never criticise their creation. They']ioX 9believe 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.Never scorn the spirits! Vine Stalkers (VS)']iX iLimber in shape, Vine Stalkers are anthropomorphic masses of thick vines.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.']iV< (]i 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:the dual nature of their bodies makes them extremely frail, and theycannot benefit from potions to heal their wounds.(]iOS 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 thewounds they may sustain in battle. Many members of the species, however,(]i',  are seen wielding magic quite competently and then switching to a hybridstyle when their reserves start to run low, thus replenishing theirshroud of magic and their spells' fuel with each voracious bite. (]iL sPoltergeists (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 gain(]i the protective benefits of many different hats, boots, gloves, and cloaksat once, though body armour is too large for them to manipulate in thisfashion. At higher levels of experience, they can even control thesepossessed objects at a distance from time to time, harassing their foeswith a barrage of unruly armour.Their superlative aptitude for both stealth and hexes make them powerful)]i"T enchanters, and they are adequate at most other forms of magic, thoughthey struggle with conjurations. They are adept with short blades, if alittle below average with heavier weapons, and their lack of a physicalbody makes them terrible at unarmed combat. The same power they used to)]iSm  possess 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)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 greaterextent than any other species, gaining substantial boosts to their choice*]ix of Strength, Intelligence or Dexterity as they gain experience. On thedownside, they advance more slowly in experience than any other species,*]iͥhgain skills slightly less quickly than Humans and, due to their status,refuse to worship any god.*]iQMothkin (Mo)Mothkin are a winged, insectoid species rumored to hail from the moon farabove. They bear a striking resemblance to their smaller cousins andshare their deadly obsession with glowing spherical objects.Their probosces have great trouble vocalizing the magical incantationsrequired to cast spells, forcing them to devise a unique spellcastingtechnique that channels magic drawn from the surrounding atmosphere withtheir wings into foes struck in melee combat without the need for words.Their finesse with this technique allows them to absorb the force of*]iItheir own magic, sparing themselves from the destruction wrought by their*]i&*]i  spells. Formicids (Fo)The Formicids are a species of humanoid ants. Just like their tiny insect+]iY ancestors, the Formicids are well adept at earth work, both on thephysical 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 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. +]i` With the ability to lift ten times their own weight, the Formicids have+]ijMothkin (Mo)Mothkin are a winged, insectoid species rumored to hail from the moon farabove. They bear a striking resemblance to their smaller cousins and+]iDemigods (Dg)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 greaterextent than any other species, gaining substantial boosts to their choiceof Strength, Intelligence or Dexterity as they gain experience. On the+]iSdownside, 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.+]i ZZM AC whenever they inflict maladies upon their enemies.F]i- Welcome, m3hm3hm3h. Please select your species. Simple IntermediateAdvanced a - Gnollj - Humans - Coglin b - Minotaurk - Koboldt - Vine Stalker c - Merfolkl - Revenant u - Poltergeist d - Gargoylem - Demonspawn v - Demigod e - Mountain Dwarf n - Djinniw - Mothkin F]i|!f - Draconiano - Spriggan x - Formicid g - Trollp - Tenguy - Naga h - Deep Elfq - Oniz - Octopode i - Armataurr - BarachiA - FelidB - Mummy F]i9Demigods refuse to worship any god, but make up for this with divine attributes and high reserves of health and magic. + - Recommended species * - Random species F]i7# - Recommended character  ! - Random character % - List aptitudesSpace - Pick background first ? - HelpP]iPTABLES 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)  -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.Q]in - 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. Thesevalues use the same scale as the skill aptitudes. - The Willpower value indicates resistance to many magical effects perQ]i! +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. - 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 & FlailsHex - Hexes Shd - ShieldsAxs - AxesSum - Summonings Shp - Shapeshifting Pla - PolearmsNec - Necromancy Stv - StavesFrg - Forgecraft Inv - Invocations UC - Unarmed Combat Trl - Translocations Evo - EvocationsR]iwThr - ThrowingSBl - Short BladesFir - Fire MagicLBl - Long BladesIce - Ice Magic R]itHP - hit pointsRng - Ranged WeaponsAir - Air Magic MP - magic pointsEar - Earth MagicR]i)Exp - experienceAlc - Alchemy 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 +3R]i8b yArmataur+3 -3 +2 +1 -20 0 -1 +10% 0 -1 +3 BarachiR]ivb +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 DemigodR]ib b-1 -1 0 -1 -2-- -1 -1 +10% +2 -2 +4 Demonspawn-1 -1 0 -1 -2R]ib g+3 0 -1 +0% 0 -1 +3 Djinni0 +1 -1 0 -20 0 -2 -10% 0 +1 +4 R]ib lDraconian-- -1 0 0 -1+1 0 -1 +10% 0 -1 +3Black -- -1 0 0 -1R]ic +1 0 -1 +10% 0 -1 +3R]iB 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 -2 0 0 -1 +10% 0 -1 +3 R]i(YBarachi +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 -2R]iU0 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 +3Green -- -1 0 0 -1R]i!+1 0 -1 +10% 0 -1 +3Grey -- -1 0 0 -1+1 0 -1 +10% 0 -1 +3Pale -- -1 0 0 -1 +1 +1 -1 +10% 0 -1 +3 Purple -- -1 0 0 -1 +1 +1 -1 +10% 0 -1 +3 Red -- -1 0-1 +1R]iy-1 White -- -1 0 0 -1+1 Yellow -- - 0 -1+1 0 -1 +1-1 R]iMountain Dwarf +1 -3 -2 +1+3 +1 -2 +1-1 +4ep Elf2 +2 +3 -2 0+1 +1 0 -2R]i01 Felid - +3 +4 -- 0 +1 -- -30% +16 Formicid+1 -1 +3 +3 0+2 +1 0 + Gargoyle +1 -2 +2 +1 -3-1-2 0 Gnoll +8 +8 +8 +8 +7R]iT9 +8 +8 + 0 +3e]i:Kobold-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 Mothkin0 0 -2 -3 +1+1 +2 0 +0% 0 0 +3e]iF Mummy-2 -2 -1 -2 ---1 -2 -2 +0% 0 -1 +5 Naga-1 -2 +5 -1 -1e]i +1 0 -1 +20% 0 0 +5 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 --e]iق I+1 -1 -1 +10% +1 -1 +3 Spriggan-3 +3 +5 -3 +2e]i .0 +3 0 -30% +1 -1 +7 Tengue]i 9+1 +1 +1 0 -2-1 0 0 -20% +1 0 +3 e]i: FTroll-2 -2 -5 -1 -1-1 -3 -1 +30% -1 -1 +3 e]iZ IVine Stalker-2 -2 +3 -1 -10 -1 -1 -30% +1 0 +5 e]iz F----------------------------------------------------------------------f]iJArm 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 Barachi+2+1 +1 0 +1 +1 +1 +2 0f]iVTr-2 -2 -5 -1 -1-1 -3 -1 +30% -1 -1 f]i&Vine Stalker-2 +3 -1 0 -1 -1 -30% +1 0 +5 ---------------------------------------------------------------------- Arm Ddg Sth Shd Shp Inv Evo Thr HP MP Exp WL f]iH f]ij1Fgt M&F Axs Pla Stv UC SBl LBl Rng f]iW---------------------------------------------------------------------- Humanf]is 0 0 0 0 0 0 0 0 0 Armataur 1 -1 -2 -2 -1 -1 -1 -3 f]iPBarachi +2 +1 +1 0 +1 +1 +2 0 Coglin f]i [ 0 -1 0 -1 -1 -1 -1 0 -1 Demigod-1 -1 -1 -1 -1f]i.? -1 -1 -1 Demonspawn 0 -1-1f]i_V -1 -1 -1 Djinni  0 -2 -2 -2 -1 -1 -1 -2 f]iDraconian +1 0 0 0 0 0 0 0 -1Black +1 0 0 0 0 0 0 0 -1Green +10 0 0 0 0 0 0 -1f]i6Grey +10 0 0 0 0 0 0 -1f]i~Pale +1 0 0 0 0 0 0 0 -1 Purple +1 0 0 0 0 0 0 0 -1 f]i.Red +1-1 White +f]i!H 0 0 0 0 0 0 0 -1 Yellow +1 0 0f]iM 0 0 0 0 -1q]i: Mountain Dwarf +1+2 +2 0 +1 0 -2 -1 -2 Deep Elf-2-3 -2 -3 0 -2 0 -1 +3 Felid0-- -- -- -- 0 -- -- -- Formicid+10 0 0 0 0 0 0 0q]irGargoyle+10 -1 -1 0 0 -1 -1 0 Gnoll+8q]i+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 Mothkin0q]i'X0 -1 +1 +1 0 -2 0 -1 Mummy0-2 -2 -2 -2 -2 -2 -2 -2q]iW z]iNaga00 0 0 0 0 0 0 -1 Octopode00 0 0 0 0 0 0 0 Oni+3z]i70 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 -3z]i' mSpriggan-2-3 -2 -3 -3 -2 +1 -2 0 Tenguz]iz ~0+1 +1 +1 +1 +1 +1 +1 +1 Troll-2-1 -2 -2 -2 0 -2 -2 -4 Vine Stalker-1z]i -1 -1 -1 -1 0 -1 -1 -1 ----------------------------------------------------------------------Fgt M&F Axs Pla Stv UC SBl LBl Rngz]i Spc Coj Hex Sum Nec Trl Frg Fir Ice Air Ear Alc ------------------------------------------------------------------- z]iՏ =Human-1 0 0 0 0 0 00 0 0 0 0z]i2Armataurz]i-2 -1 -1 -2 -2 0 -2 -1 -1 -1 -1 -1 Barachi0 +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 z]iUADemonspawn-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-1 0 -1 0 0 0 00 0 0 0 0Black -1 0 -1 0 0 0 00 0 +2 -2 0Green -1 0 -1 0 0 0 0z]i0 0 0 0 +2{]iGrey -1 0 -1 0 0 0 00 0 -2 +2 0Pale -1 0 -1 0 0 0 0 +1 0 +1 0 0{]iڔ,Purple +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 Mountain Dwarf -2 -1 0 -2 +1 -2 +2 +2 -1 -3 +1 -2 Deep Elf+3 +1 +3 +1 +2 +1 +1 +1 +1 +1 +1 +1 Felid-1 -1 +4 0 0 +4 -1 -1 -1 -1 -1 -1 Formicid0 -1 +2 0 0 +2 00 0 -2 +2 +3 Gargoyle{]it-1 +1 -1 -1 -2 -1 -10 0 -2 +2 -2 Gnoll+8 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6|]iPU  Kobold0 0 0 0 0 0 00 0 0 0 0|]i]i>^Spc Coj Hex Sum Nec Trl Frg Fir Ice Air Ear Alc]iNaga00 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-2-3 -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 ----------------------------------------------------------------------Fgt M&F Axs Pla Stv UC SBl LBl Rng]i UMMummy0-2 -2 -2 -2 -2 -2 -2 -2]ivKobold+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 Mothkin]iw-00 -1 +1 +1 0 -2 0 -1]ibnGargoyle+10 -1 -1 0 0 -1 -1 0 Gnoll+8+8 +8 +8 +8 +8 +8 +8 +8]i: Welcome, m3hm3hm3h. Please select your species. Simple  Intermediate Advanced a - Gnoll  j - Humans - Coglin b - Minotaur ]i: k - Koboldt - Vine Stalker c - Merfolk  l - Revenant u - Poltergeist d - Gargoyle  m - Demonspawn v - Demigod ]i ;@e - Mountain Dwarf  n - Djinniw - Mothkin ]i);f - Draconian ]iH; o - Spriggan x - Formicid g - Troll  p - Tengu]ii;y - Naga h - Deep Elf]i;/  q - Oniz - Octopode ]i;i - Armataur ]i;G r - Barachi A - Felid B - Mummy ]i<uFormicids are humanoid ants adept at digging. Their limbs are exceptionally ]i*<[strong and they live in a state of permanent stasis. ]i@<E+ - Recommended species * - Random species ]iX<?# - Recommended character ! - Random character ]ir<b% - List aptitudesSpace - Pick background first ]i<!? - Help]i ]iU Welcome, m3hm3hm3h the Mothkin. Please select your background. WarriorAdventurerMage a - Fighter i - Artificerq - Hedge Wizard b - Gladiatorj - Shapeshifterr - Conjurer c - Monkk - Wanderers - Summoner d - Hunterl - Delvert - Necromancer e - BrigandWarrior-mageu - Forgewright Zealotm - Warperv - Fire Elementalist f - Berserkern - Hexslingerw - Ice Elementalist g - Cinder Acolyteo - Enchanterx - Air Elementalist h - Chaos Knightp - Reavery - Earth Elementalistz - Alchemist Fighters are equipped with armour and shield, as well as a weapon of their choice and potions of might. + - Recommended background * - Random background # - Recommended character ! - Random character % - List aptitudesSpace - Change species ? - Help]i]i]iJ m3hm3hm3h the ConjurerMothkinHealth: 13/13 ========================Magic: 2/2========================AC: 2Str: 7EV: 11Int: 19SH: 0Dex: 11XL:  1 Next:  0% Place: Dungeon:1Noise: ---------  Time: 0.0 (0.0)-) Nothing wieldedCast: Magic DartFly ]i)#.##.###..###.#####.(.#...........##.@..##....########]i]i:Welcome, m3hm3hm3h the Mothkin Conjurer.A smirking vizier told you that the Orb of Zot is just within this dungeon.]i(]i#Press ? for a list of commands and other information.  Found 5 stones.]ia)]in,[ _Found a staircase leading out of the dungeon.]isf# .#  #.#  ###.##.#####.(.# ........####.<#....######]i){]i%11.0 (1 _]i6]i]i/ ]i   Skill  Level Train  Apt Skill  Level Train  Apt  a + Fighting   0.0     0   f + Spellcasting 2.1   9%   0           b + Unarmed Combat   0.0     0   g + Conjurations 4.3  77%  +1                   c + Armour   0.0     0      d + Dodging2.0 ]i   8%   0      e + Stealth1.4   6%  -2                                                                      []ip 18;2H        The percentage of incoming experience used to train each skill is in brown.  The species aptitude is in white.  [?] Help[=] set a skill target  [/] auto|manual mode [*] useful|all skills [!] training|cost|targets]i ]i" ]i ]i m3hm3hm3h the ConjurerMothkinHealth: 13/13 ========================#]i Magic: 2/2========================.#AC: 2Str: 7#.#]i EV: 11Int: 19###..#]i SH: 0Dex: 11##.#####.(.#]ik ]XL:  1 Next:  0% Place: Dungeon:1........@..#Noise: ---------  Time: 1.0 (0.0).####.<..##-) Nothing wielded#....##Cast: Magic Dart######]i yFly Welcome, m3hm3hm3h the Mothkin Conjurer.A smirking vizier told you that the Orb of Zot is just within this dungeon.Press ? for a list of commands and other information.  Found 5 stones. _Found a staircase leading out of the dungeon.]i ]iV ]i ]i ]i]i]i]i> _Unknown command.]iN]i]i]iX]i&]i@: _]i;  You see here 5 stones.]iw]iO _]iG]i,]i]i7]i2]i]i]i]in]i]i]i]i]i]i@]i]i]i]i]i ]i]i=]i]i]i]i]i!]i]i]iu]i#######..#..## #.?...## .###.....# ....#....#  )........# #0.0 (9.0) ###......####.....## ####...####.####..###.#####.(.##...........#.####.<..##]i]i&.1.0 (10.0)]i,]i"0$ _Found a spear.]i]i]i$]i]i]iB]iW]i]i2]i ####### #..#..## #.?...## ..###@....#3.0 (2.0).[.....#....####)........#####........####......#####.....## ####...# ###.# ###..#4.0 (3 _Found a leather armour.]i 4M###### #..#..##  #.@...## ..###...[.....#....# ]i ###)........#####........###.]i ]i! *5.0 (1]iF ]i ]i *6.0 (2]i ]i ` _c - a scroll labelled HAKUEL UXE]i #######..#..## #.....##..###@....#.[.....####)........####Fly ##.###..#]iX]iXG7.0 (1]i######## #..#..##... #.....##.....###.....##.[....@#....#####)........## ###........# ###......## ###....]i.## ####...# ###.###..###.#####.(##]i]iʤ%8]i\]iD]ie y# #######.##. #..#..##.. #.....##.###.....# #.[...@.#....# ####).##]i  ###.# ###......## ###.## ####..# ###.#  ###..# ]i _ ##.#####.(.##]i ]i %9]i ]i ]iQP # ## #######.##.# #..#..##.# #.....###......###.....# #.[..@..#....# ####).##]iP [ ###.# ###......## ###..## ####...#  ###.# ]iP = ###..# ]iP _ ##.#####.(.##]il Y20]i ## ## #######..##.# #..#..###......###.....## #......###.....# #.[.....#....# ####@........##]i  ###..# ###......## ###.....## ####...# ###.#..###.#####.(## ...........]i ]i. %1]i ]i& N _You see here a +0 spear.]i2]iQ%2]i ]i>$ _b - a +0 spear]ir3]iy]i{F _Unknown command.]iz  Adjust (g)ear, (s)pells, (a)bilities, (p)otions, sc(r)olls or e(v)ocables? ]iAAdjust which item? Hand Weapons (go to first with ))  b - a +0 spear Armour (go to first with [)  a - a +0 robe (worn)]i] m3hm3hm3h the ConjurerMothkinHealth: 13/13 ========================## ## #######Magic: 2/2========================#..##.# #..#..##AC: 2Str: 7#......###.....##EV: 11Int: 19#......###.....#SH: 0Dex: 11#.[.....#....#XL:  1 Next:  0% Place: Dungeon:1####@........##Noise: ---------  Time: 22.0 (0.0)###........#-) Nothing wielded###......##Cast: Magic Dart###.....##Fly ####...####.####..###.#####.(.##...........# _You see here a +0 ]i6 xspear. _b - a +0 spear _Unknown command.Adjust (g)ear, (s)pells, (a)bilities, (p)otions, sc(r)olls or e(v)ocables? b - a +0 spear  Adjust to which letter? (? for menu, Esc to quit)]ii]i]i<]i _b - a +0 spear _Unknown command.(g)ear, (s)pells, (a)bilities, (p)otions, sc(r)olls or e(v)ocables? b - a +0 spear  ]iAdjust to which letter? (? for menu, Esc to quit) _a - a +0 spear; b - a +0 robe (worn)]i]iWield which item (- for none)?  - - Unarmed (current attack) Hand Weapons (go to first with ))]ia - a +0 spear[?] describe selected [!] equip|wield|wear]iy[tab] equip|unequip ]ik]i]iMqm3hm3hm3h the ConjurerMothkinHealth: 13/13 ========================## ## #######Magic: 2/2========================#..##.# #..#..##AC: 2]iStr: 7#......###.....##EV: 11Int: 19#......###.....#SH: 0Dex: 11#.[.....#....#XL:  1 Next:  0% Place: Dungeon:1####@........##Noise: ---------  Time: 22.0 (0.0)###........#]i-) Nothing wielded###......##Cast: Magic Dart###.....##]iAyFly ####...####.####..#]io##.#####.(.##...........# _b - a +0 spear _Unknown command.]iAdjust (g)ear, (s)pells, (a)bilities, (p)otions, sc(r)olls or e(v)ocables? b - a +0 spear  ]iAdjust to which letter? (? for menu, Esc to quit) _a - a +0 spear; b - a +0 robe (worn)]iO]iv5 (0.5a) +0 spear]i]i- _a - a +0 spear (weapon)]i M# ## ####### ##.# #..#..## #......###.....##......###.#.[.@...#....# ]i ####..####.. ###......## ###.....##]i ]i ]iL ,3.5 (1.0]i ]i ]iw ]i  ## ## # #..##.###..#..##]i  #......###.....## #......###.....# #.[@....#....# ####.## ###.# ###......## ###.....##]i c ####...#  ###.# ]i  ###..#  ##.#####.(.##]i]i%4]i&]i]i) ### ### # #..##.###..#..## #......###.....## #......###.....# #.@.....#....# ####.##]i) ###.# ###......## ###.....##  ####...# ]i ###.#  ###..#  ##.#####.(.##]i]i %5]i\']i+W _You see here a +0 leather armour.]iL ### ### # #..##.###..#..## #......###.....## #......###.....# #@[.....#....# ####.##]i+ ###.# ###......## ###.....##  ####...#  ###.# ]i ###..#  ##.#####.(.##]i4]i,6 _]iT ]i* ]i M## ### ####### ##.###..#..## #......###.....##..@...###.]i P###.[.....#....# ####..####.. ###......##]i ]i %7]i ]iv ]i9&  ### ### # #..##.###..#..## #......###.....## #.@....###.....# ###.[.....#....# ####.## ###.# ###......## ###.....##  ####...#  ###.#  ###..# ]i& ]i) %8]ig/ ]i1 ]i ####### # #..##.###..#..## #......###.....## #@.....###.....# ###.[.....#....# ####.## ###.# ###......## ###..... ####... ###. ###..]iJ]i %9]i|]i]iAaM###### ####### ##.###..#..## #.@....###.....###......###.###.[.....#....# ####..]ibAq####........#]iG]iK&30]i|P]iR]iz ]iz ]i| ]i ]i ]i ,]iq ]i ]i ]i& ]i ]i' B]i F  You see here a +0 leather armour.]i ]i  _]i ]i0 ]iU ]iʝ ]i ]i ]i ]iϣ ]i< ]i̧ ]i ]i> ]i ]i ]i\ ]i ]i ,]i ]i ]i ,]i ]i ]i ]i ]i ]i ]i ]iX ]iy ]i. ]i ]i ]i ]i! ]i ,]i; ]i| ]i ,]i   You see here 5 stones. _]i B]i ]i ]i ,]i ]i  ]i ]i ]i ]i4 o####.........#####........####......#####.....######...#. ######.##.. ..## ###..# #..##.#####.(.## #..@........# #....####.<..## #...### #....## Magic Dart..# ###### h h   jackal (asleep) ]inG 054.5 (24.0)]igZ 5.5 (25 _A jackal comes into view.]i]i]i]i] _A jackal is nearby!]ij 3 ####..## ###..# ###......## ###.....### ####...#.# ### ###.# #..# ..## ###..#]i˵  #..##.#####.(.## #.@.........# #....####.<..## #...#### #....##.# ######.h.]i ]iv 76.5 (1.0) _]i ]i @ ###..# ###......## ###.....### ####...# ..# ### ###.# #..##..##.# #..##.#####.(.## ###...........#..@.####.<..###...#### #...#...# ####h.h  . hh 2 jackals (asleep)  A jackal comes into view.h..hhh1 wandering)===7]iȏ' _The jackal barks!]iS]i]iwh..   jackal]i/---8]i]i]i  Casting: Magic Dart (safe; 2% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.]i?]i9 Your spells (cast)TypeFailure Level  a + Magic DartConjuration2% 1 ]iSelect a spell to cast [?] help[Esc] exit]i`f]iom]itL###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#Magic: 2/2========================..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19#..##.#####.(.##SH: 0Dex: 11###...........#XL:  1 Next:  0% Place: Dungeon:1#h.@.####.<..##Noise: ---------  Time: 58.5 (0.0)#...#### #....##]iua) +0 spear#...#######Cast: Magic Dart...Fly ..h   jackal _A jackal comes into view. _A jackal is nearby!A jackal comes into view. _The jackal barks!  Casting: Magic Dart (safe; 2% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.]iu]i'z###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#Magic: 2/2========================]iz..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19#..##.#####.(.##SH: 0Dex: 11###...........#XL:  1 Next:  0% Place: Dungeon:1]i{#h.@.####.<..##Noise: ---------  Time: 58.5 (0.0)#...#### #....##a) +0 spear#...#######Cast: Magic Dart...Fly ..]i{h   jackal _A jackal comes into view. _A jackal is nearby!A jackal comes into view. _The jackal barks!  Casting: Magic Dart (safe; 2% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.]i ###........#  m3hm3hm3h the Conjurer ###......##  Mothkin ###.....##  Health: 13/13 ======================== # ####...#  Magic: 1/2============------------ ..# ### ###.#  AC: 2Str: 7 #..##..## ###..#  EV: 11Int: 19 ]i#..##.#####.(.##  SH: 0Dex: 11 ###...........#  XL:  1 Next:  0% Place: Dungeon:1 ]i]#h*@.####.<..##  Noise: ---------  Time: 58.5 (0.0) #...#### #....##  a) +0 spear ]iژ#...# ######  Cast: Magic Dart ... Fly  ..  h   jackal _The jackal barks!  Casting: Magic Dart (safe; 2% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.Aiming: Magic Dart (safe; 2% risk of failure)  Press: ? - help, Shift-Dir - straight lineAim: a jackal (100% to hit)]i/###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#Magic: 1/2============------------..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19#..##.#####.(.##SH: 0Dex: 11###...........#XL:  1 Next:  0% Place: Dungeon:1]i#h*@.####.<..##Noise: ---------  Time: 58.5 (0.0)#...#### #....##a) +0 spear#...#######Cast: Magic Dart...Fly ..]ih   jackal  Casting: Magic Dart (safe; 2% risk of failure)  ]i8Confirm with . or Enter, or press ? or * to list all spells.Aiming: Magic Dart (safe; 2% risk of failure)  Press: ? - help, Shift-Dir - straight lineAim: a jackal (100% to hit)  ]iThe magic dart hits the jackal.]iS Aim  Press: ? - help, Shift-Dir - straight line: a jackal (100% to hit)  The magic dart hits the jackal.  The jackal is lightly wounded..]i~^C† ]i&.]irt2=60.0 (1.5Magic Dart]iR]iOJ _You kill the jackal!]i  ###.# ###......## ###.....## # ####...# ..# ### ###.# #..##..## ###..# #..##.#####.(.## ###.#]i  #†@..####.<..## #...#### #....## #...## #######.....##]iQ ]iY 3-10]it ]i ]i< ###.# ###......## ###.....## # ####...# ..# ### ###.# #..##..## ###..# #..##.#####.(.## ###.#]iO #@...####.<..## #...#### #....## #...### ###### #.....h###h   jackal (wandering)]i]iB9h.]i$T-2Magic Dart]in]i-s _You see here a jackal corpse.]i        #   ..# ### ###.#  ]iӋ K#   #..##.#####.(.##  ###......  #@...####.<..##  #...####   #...###   #.... ...h. #####]iF#        #   ..# ### ###.#  #   #..##.#####.(.##  ###......  #@...####.<..## ]ij$ z #...####   #...###   #.... ...h. ##### ]i + ]i+ ]i1 ]i3 ] _A jackal is nearby!]i  Casting: Magic Dart (safe; 2% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.]i/ ###........#  m3hm3hm3h the Conjurer]ij/ ###......##  Mothkin ###.....##  Health: 13/13 ======================== # ####...#  Magic: 0/2]i/------------------------ ..# ### ###.#  AC: 2Str: 7 ]i/9#..##..## ###..#  EV: 11Int: 19 #..##.#####.(.##  SH: 0]i/Dex: 11 ###...........#  XL:  1 Next: 20% Place: Dungeon:1]i30 #@...####.<..##  Noise: ---------  Time: 62.0 (0.0) ]ia0#.*.#### #....##  a) +0 spear ]i0n#..*### ######  Cast: Magic Dart #..*. Fly ]i0 ...h. #####]i0 h   jackal (wandering) ]iM1_A jackal is nearby!Casting: Magic Dart (safe; 2% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.Aiming: Magic Dart (safe; 2% risk of failure)  Press: ? - help, Shift-Dir - straight lineAim: a jackal (wandering, hasn't noticed you, 100% to hit)]io###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#]iMagic: 0/2------------------------..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19#..##.#####.(.##SH: 0Dex: 11###...........#]i XL:  1 Next: 20% Place: Dungeon:1#@...####.<..##Noise: ---------  Time: 62.0 (0.0)#.*.#### #....##]ia) +0 spear#..*### ######Cast: Magic Dart]i#..*.Fly ...h.#####]iGh   jackal  Confirm with . or Enter, or press ? or * to list all spells.]ifAiming: Magic Dart (safe; 2% risk of failure)  Press: ? - help, Shift-Dir - straight line]iAim: a jackal (wandering, hasn't noticed you, 100% to hit)  The magic dart hits the jackal.  The jackal is almost dead.]iZPress: ? - help, Shift-Dir - straight line: a jackal (wandering, hasn't noticed you, 100% to hit)  The magic dart hits the jackal.  The jackal is almost dead.jackal barks!  The magic dart hits the jackal.†]iL7...]imu4===3.5 (1.5Magic Dart]i]iJ _You kill the jackal!]i.###.# ###......## ###.....## # ####...# ..# ### ###.# #..##..## ###..# #..##.#####.(.## ###.# #†@..####.<..## #...#### #....## #...### ###### #.... ...†.#####]i]i5---40]i]i0###.# ###......## ###.....## # ####...# ..# ### ###.# #..##..## ###..# #..##.#####.(.## ###.# #†.@.####.<..## ]i1#...#### #....## #...### ###### #.... ...†.#####]i9W---5]i?]iA]i8z###.# ###......## ###.....## # ####...# ..# ### ###.# ]i#..##..## ###..# #..##.#####.(.## ###.# #†..@####.<..## #...#### #....## #...### ###### #.... ...†. ]iM]i %6]i`]i]i@]i A]isA]i ]i ]iM ^1============]i; ]i]iO]i ]iJ]i]i6]i]i ]i&]i]irD============]i]i,]i.X]i]iq]iw]iO!,]i!]i]%B]i+,]i9_ _You start resting.]iB|826.0)2============3.5 (17 _Magic restored.]i]i9m3hm3hm3h the Conjurer (Mothkin Conjurer) Turns: 83, Time: 00:00:32 Health: 13/13AC:  2 Str:  7 XL: 1 Next: 40% Magic: 2/2EV: 11 Int: 19 God: Gold: 0]iy  SH:  0 Dex: 11 Spells: 3/4 levels left rFire . . . (100%) a - +0 spear rCold . . . (100%) (no offhand) rNeg . . . (100%) b - +0 robe rPois .(100%) (no helmet) rElec .(100%) (no cloak) rCorr .]i! (100%) (no gloves) SInv .(no boots) Will .....(no amulet) Stlth ++(no ring) HPRegen 0.22/turn(no ring) MPRegen 0.08/turn %: no passive effects @: flying ]iJ!A: antennae 1, big wings, low MP 3, auxiliary casting, safe spells, strenuous magic]i###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#Magic: 2/2========================..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19#..##.#####.(.##SH: 0Dex: 11###...........#XL:  1 Next: 40% Place: Dungeon:1#†..@####.<..##Noise: ---------  Time: 83.5 (0.0)#...#### #....##a) +0 spear#...### ######Cast: Magic Dart#....Fly ...†.#####The jackal is ]ialmost dead.The jackal barks!  The magic dart hits the jackal. _You kill the jackal! _You start resting. _Magic restored.]i]iD]i]i  Your spells (describe)TypeFailure Level  a + Magic DartConjuration2% 1 Select a spell to describe [?] help[Esc] exit]i]i ]id g###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#Magic: 2/2========================..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19]i% #..##.#####.(.##SH: 0Dex: 11###...........#XL:  1 Next: 40% Place: Dungeon:1#†..@####.<..##Noise: ---------  Time: 83.5 (0.0)#...#### #....##a) +0 spear#...### ######Cast: Magic Dart#....Fly ...†.#####The jackal is almost dead.]ip The jackal barks!  The magic dart hits the jackal. _You kill the jackal! _You start resting. _Magic restored.]iD ]i ]i ]i ]i   Skill  Level Train  Apt Skill  Level Train  Apt  a + Fighting   0.0     0   g + Spellcasting 2.2  10%   0           b + Polearms   0.0    +1   h + Conjurations 4.5  77%  +1   c + Unarmed Combat   0.0     0                       d + Armour   0.0 []i 37m    0      e + Dodging2.0   8%   0      f + Stealth1.4   5%  -2                                          ]i+ !            ]iw s                ]i cThe percentage of incoming experience used to train each skill is in brown.  The species aptitude is in white.  [?] Help[=] set a skill target  ]i [/] auto|manual mode [*] useful|all skills [!] training|cost|targets]i#]ij$]i)###........#m3hm3hm3h the Conjurer###......##Mothkin###.....##Health: 13/13 ========================#####...#Magic: 2/2========================..# ######.#AC: 2Str: 7#..##..## ###..#EV: 11Int: 19#..##.#####.(.##SH: 0Dex: 11###...........#XL:  1 Next: 40% Place: Dungeon:1#†..@####.<..##Noise: ---------  Time: 83.5 (0.0)#...#### #....##a) +0 spear#...### ######Cast: Magic Dart#....Fly ...†.#####The jackal is almost d]i#*ead.The jackal barks!  The magic dart hits the jackal. _You kill the jackal! _You start resting. _Magic restored.]i/]i1]i4]i5]i^" ]i$ ]i( ]i+ F _Unknown command.]iV]i]i!]i{]i]iZP _]i]i) ]i ]i"]i#]i#]i$]i']i()]ir)]i&*]i+]i6B###.[.....#....#####...#####........ ###......## ###.....##[.# #...#]il6...# #### ###.#..##..## ###..# #.@##.#####.(.##7.5 (4 ###...........# #†...####.<..## ]i6#...#### #....## #...### ######]i6t #.......†.#####]i?@8.5 (5]iD]iwG- _Found a leather armour.]iM]i9m3hm3hm3h the Conjurer (Mothkin Conjurer) Turns: 88, Time: 00:00:42 Health: 13/13AC:  2 Str:  7 XL: 1 Next: 40% Magic: 2/2EV: 11 Int: 19 God: Gold: 0]iASH:  0 Dex: 11 Spells: 3/4 levels left rFire . . . (100%) a - +0 spear rCold . . . (100%) (no offhand) rNeg . . . (100%) b - +0 robe rPois .(100%) (no helmet) rElec .(100%) (no cloak) rCorr .(100%) (no gloves) SInv .]i`(no boots) Will .....(no amulet) Stlth ++(no ring) HPRegen 0.22/turn(no ring) MPRegen 0.08/turn %: no passive effects ]i@: flying A: antennae 1, big wings, low MP 3, auxiliary casting, safe spells, strenuous magic]io ]i} ###.[.....#....#m3hm3hm3h the Conjurer####.........##Mothkin###........#Health: 13/13 ========================###......##Magic: 2/2========================.]i~ ###.....##AC: 2Str: 7[.#####...#EV: 11Int: 19...# #### ###.#SH: 0Dex: 11#..##..## ###..#XL:  1 Next: 40% Place: Dungeon:1]i~ #.@##.#####.(.##Noise: ---------  Time: 88.5 (0.0)###...........#a) +0 spear]i~ @#†...####.<..##Cast: Magic Dart#...#### #....##Fly ]i y#...### #######.......†.]i5 l#####The magic dart hits the jackal. _You kill the jackal! ]i` _You start resting. _Magic restored. _Unknown command. _Found a leather armour.]i ]i& ]i݊ ]ik]i%n]i6u]i=xF _Unknown command.]i=[?25h[?0c  Are you sure you want to abandon this character and quit the game? (Confirmwith "quit".) ]i [?25l[?1c]i* !quit]i3 :  --more--]iK]iNInventory: 2/52 gear slots Hand Weapons (go to first with ))  a - a +0 spear (weapon) ]iKNArmour (go to first with [)  b - a +0 robe (worn) Scrolls (go to first with ?)c - a scroll of revelation {unknown} Potions (go to first with !) ]ipN@ g - a potion of magic]iv ]iw+]i]iGoodbye, m3hm3hm3h.2 m3hm3hm3h the Conjurer (level 1, 13/13 HPs)Began as a Mothkin Conjurer on Nov 7, 2025.Quit the game on level 1 of the Dungeon.The game lasted 00:00:51 (88 turns). Best Crawlers -1.11664133 1000000bra MoFi-27 escaped with the Orb2. 3136652 1000000bra MoWr-27 escaped with the Orb]iUR3. 2397579 1000000bra MoCj-27 escaped with the Orb4. 1935339 tswnMoNe-27 escaped with the Orb5. 1506427 1000000bra MoCj-27 escaped with the Orb6. 1106449 1000000bra MoEE-27 blasted by a shard shrike (Coc:7)7. 820601 cfcfcfcfcf MoHu-27 shot by a demonspawn warmonger (Pan)8. 663728 1000000bra MoCj-27 slain by a royal mummy (Tomb:1)9. 565122 1000000bra MoFi-26 blasted by a lightning spire (Abyss:3)  10. 439418 1000000bra MoMo-24 blasted by an ancient lich (Vaults:5)  11. 343167 1000000bra MoFi-22 slain by Mennas (Vaults:2)  ]iw12. 342936 tswn]iuMoAl-23 blasted by Josephina (Depths:1)  13. 335420 1000000bra MoMo-21 slain by a frost giant (Vaults:1)  ]i14. 334231 LexAckson MoFE-21 blasted by an ironbound frostheart (Vaults:4)  15. 285995 Pooter MiBe-19 blasted by a deep elf zephyrmancer (Elf:1)]i| ]i ]i ? [?25h[?0c [?1051l[?1052l[?1060l[?1061l