6:j5  Player: penguinmilkshake Game: DCSS 0.34 Server: crawl.dcss.io Filename: 2026-06-23.18:57:58.ttyrec Time: (1782241078) Tue Jun 23 18:57:58 2026 8:jv[?1051l[?1052l[?1060l[?1061h)0[?7h[?25l[?1c8:jp8:jY8:j˒Welcome, penguinmilkshake. 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 - Formicid f - Draconiano - Sprigganx - Naga g - Trollp - Tenguy - Octopode h - Deep Elfq - Oniz - Felid i - Armataurr - BarachiA - 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 Tab - Recommended character::jO] 4 a - Gnollk - Kobold Kobolds are attuned to the shadows and can only see or be seen at a close range.They are small and a little fragile, and are talented in most skillsB:j6 ------------------------------------------------------------------------ 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. B:j 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 mightB:jC:j!4 }  dungeon, and know how to defend itself against any type of damage or attack it encounters. Simple species ============== 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. C:ju4 Gnolls (Gn)  Gnolls are a species of caniform humanoids originally hailing from thearid deserts and grasslands of the east. In recent history they have  become 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. C:j D:j3`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 for  some headgear. When in close combat, Minotaurs are able to reflexively  headbutt those who dare attack them. Merfolk (Mf)  The Merfolk are a hybrid species of half-Human, half-fish that typically D:j04 live in the oceans and rivers, seldom venturing toward land. However,  Merfolk aren't as limited on land as some myths suggest; their tails will  quickly 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. ExpertsD:jV4gat swimming, they need not fear drowning and move very quickly through  water.  D:j{4The 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,D:j4;though they can also use longer swords quite well. D:j E:j[aGargoyles' 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)Mountain Dwarves are stout and hardy folk, adept at fighting with axesand blugeoning weapons, though lacking the dexterity to excel at other  forms of combat. Their reserves of magic are somewhat poor, though theystill 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.  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 approximatelyHuman-sized, with wings, tails and scaly skins. Draconians start out inE:jE:j< spellcasting aptitudes will adapt slightly when they gain a colour.  Draconian 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 mosterrible wounds. However, they are hopeless at spellcasting and learnmost skills very slowly. Their large size prevents them from wearing mostforms of armour. Deep Elves (DE) The Deep Elves are a species of Elves who long ago fled the overworld to live in darkness underground. There, they developed their mental powers, evolving a natural gift for all forms of magic, and adapted physically to their new environment, becoming weaker and losing all colouration.They are poor at melee combat and physical defence, although they are  capable at using bows and other ranged weapons. Armataurs (At)E:j*, F:j ==================== 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.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 F:j(  suited 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. Talso very adept at using magical devices. Their small size makes themF:jO unable to wield large weapons, but they are agile and stealthy, and  advance in levels slightly more quickly than Humans.F:jU J:j% Welcome, penguinmilkshake. Please select your species. SimpleIntermediate Advanced a - Gnollj - Humans - Coglin b - Minotaurk - Kobold  t - Vine Stalker c - Merfolk l - Revenantu - Poltergeist d - Gargoylem - Demonspawnv - Demigod e - Mountain Dwarfn - Djinniw - Formicid J:jV& f - Draconiano - Spriggan x - Naga g - Trollp - Tenguy - Octopode h - Deep Elfq - Oniz - Felid i - Armataurr - Barachi A - Mummy J:j&Kobolds are attuned to the shadows and can only see or be seen at a close range.They are small and a little fragile, and are talented in most skills. + - Recommended speciesJ:j&  * - Random species # - Recommended character ! - Random character % - List aptitudesSpace - Pick background first ? - HelpJ:j'@ Tab - Recommended characterh:jZh:jh:jWelcome, penguinmilkshake the Gnoll. Please select your background. WarriorAdventurerMage a - Fighterh:j/ i - Artificerq - Hedge Wizard b - Gladiatorj - Shapeshifterr - Conjurer c - Monkk - Wanderers - Summoner h:j]od - Hunterl - Delvert - Necromancer e - BrigandWarrior-mageh:ju - Forgewright Zealotm - Warperv - Fire Elementalist h:jf - Berserkern - Hexslingerw - Ice Elementalist g - Cinder Acolyteh:jo - Enchanterx - Air Elementalist h - Chaos Knightp - Reaverh:jCy - Earth Elementalistz - Alchemist h:jFighters are equipped with armour and shield, as well as a weapon of their choice and potions of might. + - Recommended backgroundh:j>x * - Random background # - Recommended character ! - Random character % - List aptitudesh:j\ISpace - Change species ? - Help Tab - Recommended characterh:j|m:j-m:jC6m:j8lWelcome, penguinmilkshake the Gnoll Cinder Acolyte. You have a choice of weapons.  a - short sword(+8 apt)  b - mace (+8 apt)  c - hand axe (+8 apt)  d - spear (+8 apt)  e - falchion (+8 apt)f - unarmed(+8 apt) + - Recommended random choice * - Random weapon % - List aptitudesBksp - Return to character menu ? - Helpv:je_v:jhFv:jQpenguinmilkshake the SlasherGnoll of Ignis *****.Health: 23/23 ========================Magic: 4/4========================AC: 2Str: 13EV: 10Int: 13SH: 0Dex: 7XL:  1 Next:  0% Place: Dungeon:1v:jWRNoise: ---------  Time: 0.0 (0.0)a) -1 falchion (flame)Nothing quiveredv:j/X...##.##.##..## ##..##... ....#.... ....v:jY..###..#...##.@.##.........##..#...#..##. #...# .## ##.## ##.#.#.. .v:jbv:jfWelcome, penguinmilkshake the Gnoll Cinder Acolyte.The awesome Orb of Zot lies far below, as if waiting for you to find it.The flames of Ignis gently warm you.v:jIkv:jPress ? for a list of commands and other information.v:jv:j[ _Found a staircase leading out of the dungeon.y:j]  Ability - do what?CostFailure  Invocations -  X - Renounce ReligionNone0% a - Fiery ArmourPiety--0%  b - Foxfire SwarmPiety---0%  c - Rising FlameNone0% [?] toggle between ability selection and description.|:jaYescribe what?  X - Renounce ReligionNone0%  a - Fiery ArmourPiety--0% }:j: Fiery Armour Armours yourself in fire, providing +7 AC and searing foes foolish enough to strike you in melee. The fire takes quite a long time to burn out. Range: N/A This ability costs: Piety : --:j* Ability - describe what? CostFailure  Invocations -  X - Renounce ReligionNone0%  a - Fiery ArmourPiety--:j0% b - Foxfire SwarmPiety---0%  c - Rising FlameNone0% [?] toggle between ability selection and description.:jt c Foxfire Swarm Conjures a swarm of animate flames all around you. These rapidly seek the nearest monsters, burning them. They will dissipate harmlessly if unable to reach a target or if you swap places with them. Damage: 1d8/foxfire  Range: N/A This ability costs: Piety : ---:j K Ability - describe what? CostFailure  Invocations -  X - Renounce ReligionNone0%  a - Fiery ArmourPiety--0%  b - Foxfire SwarmPiety---0%  c - Rising FlameNone0% [?] toggle between ability selection and description.:jrZ, Rising Flame Sends you floating upward and, after a short delay for Ignis to gather enough power, blasts you through the ceiling and into the level above. This ability mayonly be used once. Range: N/A This ability costs: nothing.:jݏ / Ability - describe what? CostFailure  Invocations -  X - Renounce ReligionNone0%  a - Fiery ArmourPiety--0%  b - Foxfire SwarmPiety---0%  c - Rising FlameNone0% [?] toggle between ability selection and description.:j :j :j Jpenguinmilkshake the Slasher...#Gnoll of Ignis *****.#.##.#Health: 23/23 ========================#..## ##..#Magic: 4/4========================#... ....#AC: 2Str: 13.... ....EV: 10Int: 13..###..SH: 0Dex: 7#...#XL:  1 Next:  0% Place: Dungeon:1#.@.#Noise: ---------  Time: 0.0 (0.0)#.........#a) -1 falchion (flame)#..#...#..#Nothing quivered#. #...# .## ##.## ##.#.#.. .  Welcome, penguinmilkshake the Gnoll Cinder Acolyte.The awesome Orb of Zot lies far below, as if waiting for you to find it.The flames of Ignis gently warm you.Press ? for a list of commands and other information. _Found a staircase leading out of the dungeon.:j :Okay, then.:j :j :j& . _:j:jx  Skill  Level Cost  Apt Skill  Level Cost  Apt + Fighting6.4   1.8  +8   + Spellcasting 2.6   0.8  +8          + Maces & Flails 0.0   0.2  +8   + Conjurations 0.0   0.3  +6  + Axes0.0   0.2  +8   + Hexes0.0   0.3  +6  + Polearms0.0   0.2  +8   + Summonings0.0   0.3  +6:jє  + Staves0.0   0.2  +8   + Necromancy0.0   0.3  +6  + Unarmed Combat 0.0   0.2  +8   + Forgecraft0.0   0.3  +6  + Throwing0.0   0.2  +8   + Translocations 0.0   0.3  +6      + Alchemy0.0   0.3  +6  + Short Blades 0.0   0.2  +8   + Fire Magic5.3   2.1  +6  + Long Blades6.4   1.8  [4:jI0m+8   + Ice Magic0.0   0.3  +6  + Ranged Weapons 0.0   0.2  +8   + Air Magic0.0   0.3  +6      + Earth Magic0.0   0.3  +6  + Armour0.0   0.2  +8      + Dodging0.0   0.2  +8   + Invocations0.0   0.2  +9  + Shields0.0   0.2  +8   + Evocations0.0   0.2  +8  + Stealt:jh0.0   0.2  +8   + Shapeshifting 0.0   0.3  +7  The relative cost of raising each skill is in cyan.  The species aptitude is in white.  [?] Help  [!] training|cost:jf :jl :jr penguinmilkshake the Slasher...#Gnoll of Ignis *****.#.##.#Health: 23/23 ========================#..## ##..#Magic: 4/4========================#... ....#AC: 2Str: 13.... ....EV: 10Int: 13..###..SH: 0Dex: 7#...#XL:  1 Next:  0% Place: Dungeon:1:j-s #.@.#Noise: ---------  Time: 0.0 (0.0)#.........#a) -1 falchion (flame):js #..#...#..#Nothing quivered#. #...# .## ##.## ##.#:js .#.. .  Welcome, penguinmilkshake the Gnoll Cinder Acolyte.The awesome Orb of Zot lies far below, as if waiting for you to find it.:jat The flames of Ignis gently warm you.Press ? for a list of commands and other information. _Found a staircase leading out of the dungeon. :jt 6_Okay, then.:jy :jz :j~ :j :je:jpenguinmilkshake the Slasher (Gnoll Cinder Acolyte) Turns: 0, Time: 00:00:29 Health: 23/23AC:  2 Str: 13 XL: 1 Next: 0% Magic: 4/4EV: 10 Int: 13 God: Ignis [*****.] Gold: 0SH:  0 Dex:  7 Spells: 5/5 levels left rFire + . . (50%) a - -1 falchion (flame) :jrCold . . . (100%) (no offhand) rNeg . . . (100%) b - +0 robe rPois .(100%) (no helmet) rElec .(100%) (no cloak) rCorr .:j(100%) (no gloves) SInv .(no boots) Will .....(no amulet) :jStlth +(no ring) HPRegen 0.23/turn(no ring) :jMPRegen 0.09/turn %: no passive effects @: no status effects :j8bA: fangs 1, treasure sense, distributed training:j6penguinmilkshake the Slasher...#Gnoll of Ignis *****.#.##.#Health: 23/23 ========================#..## ##..#Magic: 4/4========================#... ....#AC: 2Str: 13.... ....EV: 10Int: 13..###..SH: 0Dex: 7#...#XL:  1 Next:  0% Place: Dungeon:1#.@.#Noise: ---------  Time: 0.0 (0.0)#.........#a) -1 falchion (flame)#..#...#..#Nothing quivered#. #...# .## ##.## ##.#.#.. .  Welcome, penguinmilkshake the Gnoll Cinder Acolyte.The awesome Orb of Zot lies far below, as if waiting for you to find it.The flames of Ignis gently warm you.Press ? for a list of commands and other information. _Found a staircase leading out of the dungeon. _Okay, then.:j :j5 Ignis, the Dying Flame Ignis the Dying Flame offers followers power over fire in many forms. All of Ignis' power is offered unconditionally to any who would deign to worship, but once used, it can never be replenished. Ignis' other worshippers deserted long ago; the divine fire burns low, and soon it will go out. Title - Raging Flame Favour - A favoured servant of Ignis. Granted powers:(Cost)You are resistant to fire. You can armour yourself in flame.(Piety--)You can call a swarm of foxfires against your foes.(Piety---)You can rocket upward and away, once. [!]: Overview|Powers|Wrath:j(S Followers can armour themselves in flame, call a swarm of foxfires against theirfoes, or let Ignis' heat lift them to another level of the dungeon. However, theguttering flames of Ignis' power will only sustain a limited number of invocations before only flickering embers remain. No matter how depleted, Ignis will always grant followers resistance to fire. Ignis's powers are not affected by the Invocations skill. Overview|Powers:j Ignis does not appreciate abandonment, and will call down fearful punishments ondisloyal followers! The wrath of Ignis is now weaker than that of most other gods. Apostates will find their resistance to fire stripped away completely, and will be periodicallyassaulted by fire elementals, find their enemies strengthened by fire, or even have the floor burned out from beneath them. Experienced and cautious adventurers will likely overmaster these assaults. Ignis's wrath lasts for a relatively short duration.Powers|Wrath:jr :j penguinmilkshake the Slasher...#Gnoll of Ignis *****.#.##.#Health: 23/23 ========================#..## ##..#Magic: 4/4========================#... ....#AC: 2Str: 13.... ....EV: 10Int: 13..###..SH: 0Dex: 7#...#XL:  1 Next:  0% Place: Dungeon:1#.@.#Noise: ---------  Time: 0.0 (0.0)#.........#a) -1 falchion (flame)#..#...#..#Nothing quivered#. #...# .## ##.## ##.#.#.. .  Welcome, penguinmilkshake the Gnoll Cinder Acolyte.The awesome Orb of Zot lies far below, as if waiting for you to find it.The flames of Ignis gently warm you.Press ? for a list of commands and other information. _Found a staircase leading out of the dungeon. _Okay, then.:j :jQ# D [?25h[?0c [?1051l[?1052l[?1060l[?1061l