crawlSS_052_species.txt: Species descriptions and properties Based on Crawl Stone Soup 0.5.2 Last change: 2010-01-10 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Species comparison ~~~~~~~~~~~~~~~~~~ Advancement speed ================= * Level advancement speed Here's the speed at which the different species increase in level regarding to Humans: +---------------+------------+ | Race | Multiplier | +---------------+------------+ |Human | 100 % | |Halfling | 100 % | |Hill Orc | 100 % | |Kobold | 100 % | +---------------+------------+ |Ogre | 110 % | +---------------+------------+ |Sludge Elf | 120 % | |Naga | 120 % | |Ghoul | 120 % | |Merfolk | 120 % | +---------------+------------+ |Spriggan | 130 % | |Kenku | 130 % | |Deep Dwarf | 130 % | |Mountain Dwarf | 130 % | +---------------+------------+ |Deep Elf | 140 % | |Centaur | 140 % | |Minotaur | 140 % | |Demonspawn | 140 % | |Draconian | 140 % | +---------------+------------+ |High Elf | 150 % | |Mummy | 150 % | |Vampire | 150 % | |Troll | 150 % | +---------------+------------+ |Demigod | 160 % | +---------------+------------+ * Skill advancement speed The advancement speed for each skill (100 is Human standard) is given on the table below: +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |Armour |Dodging |Stealth |Stabbing |Shields |Traps&Doors|Fighting |Throwing | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ |Human | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | |High Elf | 110 | 90 | 90 | 110 | 110 | 100 | 100 | 80 | |Deep Elf | 140 | 70 | 65 | 80 | 140 | 100 | 150 | 80 | |Sludge Elf | 140 | 70 | 75 | 100 | 130 | 100 | 80 | 70 | |Mountain Dwarf | 60 | 110 | 150 | 130 | 70 | 80 | 70 | 120 | |Deep Dwarf | 90 | 90 | 70 | 110 | 90 | 80 | 110 | 120 | |Hill Orc | 90 | 140 | 150 | 100 | 80 | 100 | 70 | 100 | |Merfolk | 160 | 60 | 90 | 70 | 100 | 120 | 80 | 100 | |Halfling | 150 | 70 | 60 | 70 | 130 | 100 | 120 | 60 | |Kobold | 140 | 70 | 60 | 70 | 130 | 100 | 80 | 60 | |Spriggan | 170 | 50 | 50 | 50 | 180 | 60 | 150 | 90 | |Naga | 150 | 150 | 40 | 100 | 140 | 100 | 100 | 120 | |Centaur | 180 | 170 | 200 | 170 | 180 | 150 | 100 | 60 | |Ogre | 150 | 120 | 150 | 150 | 120 | 150 | 70 | 80 | |Troll | 150 | 130 | 250 | 150 | 150 | 200 | 140 | 130 | |Minotaur | 80 | 80 | 130 | 100 | 80 | 120 | 70 | 90 | |Kenku | 90 | 90 | 100 | 80 | 100 | 100 | 100 | 90 | |Draconian | 200 | 120 | 120 | 100 | 100 | 100 | 90 | 120 | |Demigod | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | |Demonspawn | 110 | 110 | 110 | 110 | 110 | 110 | 100 | 110 | |Mummy | 140 | 140 | 140 | 140 | 140 | 140 | 100 | 140 | |Ghoul | 110 | 110 | 80 | 100 | 110 | 120 | 80 | 130 | |Vampire | 140 | 90 | 50 | 90 | 110 | 100 | 110 | 140 | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |Armour |Dodging |Stealth |Stabbing |Shields |Traps&Doors|Fighting |Throwing | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |S. Blades |L. Blades |Axes |Maces&Fl. |Polearms |Staves |Unarmed C. |Slings |Bows |Crossbows |Darts | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ |Human | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | |High Elf | 70 | 70 | 130 | 150 | 150 | 100 | 130 | 140 | 60 | 100 | 90 | |Deep Elf | 100 | 105 | 150 | 165 | 165 | 100 | 130 | 135 | 75 | 75 | 75 | |Sludge Elf | 110 | 110 | 130 | 140 | 140 | 100 | 80 | 100 | 100 | 100 | 100 | |Mountain Dwarf | 80 | 90 | 65 | 70 | 110 | 120 | 100 | 120 | 150 | 90 | 120 | |Deep Dwarf | 120 | 100 | 90 | 100 | 120 | 110 | 120 | 90 | 180 | 90 | 120 | |Hill Orc | 100 | 80 | 70 | 80 | 80 | 110 | 90 | 130 | 120 | 120 | 130 | |Merfolk | 70 | 90 | 140 | 150 | 50 | 130 | 90 | 150 | 140 | 140 | 100 | |Halfling | 60 | 100 | 120 | 150 | 160 | 130 | 140 | 50 | 70 | 90 | 50 | |Kobold | 60 | 140 | 110 | 100 | 150 | 110 | 100 | 70 | 80 | 90 | 50 | |Spriggan | 90 | 140 | 150 | 160 | 180 | 150 | 130 | 70 | 70 | 100 | 70 | |Naga | 100 | 100 | 100 | 100 | 100 | 120 | 100 | 120 | 120 | 120 | 120 | |Centaur | 120 | 110 | 110 | 110 | 110 | 110 | 100 | 75 | 60 | 85 | 80 | |Ogre | 200 | 180 | 180 | 90 | 110 | 120 | 110 | 180 | 180 | 180 | 180 | |Troll | 150 | 150 | 150 | 130 | 150 | 150 | 100 | 180 | 180 | 180 | 180 | |Minotaur | 70 | 70 | 70 | 70 | 70 | 70 | 80 | 90 | 90 | 90 | 90 | |Kenku | 75 | 75 | 75 | 75 | 75 | 75 | 80 | 100 | 80 | 80 | 90 | |Draconian | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 120 | 120 | 120 | 120 | |Demigod | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | |Demonspawn | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | |Mummy | 140 | 140 | 140 | 140 | 140 | 140 | 140 | 140 | 140 | 140 | 140 | |Ghoul | 110 | 110 | 110 | 110 | 110 | 110 | 80 | 130 | 130 | 130 | 130 | |Vampire | 90 | 100 | 110 | 140 | 110 | 140 | 90 | 140 | 140 | 140 | 140 | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |S. Blades |L. Blades |Axes |Maces&Fl. |Polearms |Staves |Unarmed C. |Slings |Bows |Crossbows |Darts | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |Spellcast. |Conjuration|Enchant. |Summon. |Necromancy |Transloc. |Transmut. |Divinations| +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ |Human | 130 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | |High Elf | 91 | 90 | 70 | 110 | 130 | 90 | 90 | 110 | |Deep Elf | 71 | 80 | 50 | 80 | 70 | 75 | 75 | 75 | |Sludge Elf | 91 | 130 | 130 | 90 | 90 | 100 | 60 | 130 | |Mountain Dwarf | 208 | 120 | 150 | 150 | 160 | 150 | 120 | 130 | |Deep Dwarf | 156 | 120 | 120 | 110 | 80 | 85 | 120 | 120 | |Hill Orc | 195 | 100 | 120 | 120 | 100 | 150 | 160 | 160 | |Merfolk | 130 | 140 | 90 | 100 | 150 | 140 | 60 | 80 | |Halfling | 169 | 130 | 100 | 120 | 150 | 100 | 150 | 140 | |Kobold | 143 | 110 | 110 | 105 | 105 | 100 | 110 | 130 | |Spriggan | 78 | 160 | 50 | 150 | 120 | 50 | 60 | 70 | |Naga | 130 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | |Centaur | 182 | 120 | 110 | 120 | 120 | 120 | 120 | 130 | |Ogre | 91 | 160 | 160 | 160 | 160 | 160 | 160 | 160 | |Troll | 260 | 160 | 200 | 160 | 150 | 160 | 160 | 200 | |Minotaur | 234 | 170 | 170 | 170 | 170 | 170 | 170 | 170 | |Kenku | 130 | 60 | 160 | 70 | 80 | 150 | 150 | 180 | |Draconian (!Purple) | 130 | 100 | 120 | 100 | 100 | 100 | 100 | 100 | |Draconian (Purple) | 91 | 100 | 90 | 100 | 100 | 100 | 100 | 100 | |Demigod | 143 | 110 | 110 | 110 | 110 | 110 | 110 | 110 | |Demonspawn | 130 | 100 | 110 | 100 | 90 | 110 | 110 | 110 | |Mummy | 130 | 140 | 140 | 140 | 100 | 140 | 140 | 140 | |Ghoul | 156 | 130 | 130 | 120 | 100 | 120 | 120 | 120 | |Vampire | 130 | 160 | 90 | 100 | 90 | 140 | 90 | 120 | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |Spellcast. |Conjuration|Enchant. |Summon. |Necromancy |Transloc. |Transmut. |Divinations| +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |Fire Magic |Ice Magic |Air Magic |Earth Magic|Poison Mag.|Invocations|Evocations | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ |Human | 100 | 100 | 100 | 100 | 100 | 75 | 75 | |High Elf | 100 | 100 | 70 | 130 | 130 | 75 | 75 | |Deep Elf | 90 | 90 | 80 | 100 | 80 | 75 | 67 | |Sludge Elf | 80 | 80 | 80 | 80 | 80 | 75 | 82 | |Mountain Dwarf | 70 | 130 | 150 | 70 | 130 | 75 | 67 | |Deep Dwarf | 110 | 110 | 170 | 60 | 130 | 60 | 45 | |Hill Orc | 100 | 100 | 150 | 100 | 110 | 75 | 75 | |Merfolk | 160 | 80 | 150 | 150 | 80 | 75 | 75 | |Halfling | 100 | 100 | 90 | 100 | 120 | 75 | 67 | |Kobold | 100 | 100 | 100 | 100 | 100 | 75 | 60 | |Spriggan | 140 | 140 | 120 | 120 | 100 | 97 | 52 | |Naga | 100 | 100 | 100 | 100 | 60 | 75 | 75 | |Centaur | 120 | 120 | 120 | 120 | 130 | 75 | 97 | |Ogre | 160 | 160 | 160 | 160 | 160 | 75 | 120 | |Troll | 160 | 160 | 200 | 120 | 160 | 112 | 135 | |Minotaur | 170 | 170 | 170 | 170 | 170 | 97 | 127 | |Kenku | 90 | 120 | 90 | 120 | 100 | 120 | 75 | |Draconian (Red) | 70 | 135 | 100 | 100 | 100 | 75 | 75 | |Draconian (White) | 135 | 70 | 100 | 100 | 100 | 75 | 75 | |Draconian (Green) | 100 | 100 | 100 | 100 | 70 | 75 | 75 | |Draconian (Yellow) | 100 | 100 | 100 | 100 | 100 | 75 | 75 | |Draconian (Grey) | 100 | 100 | 100 | 100 | 100 | 75 | 75 | |Draconian (Black) | 100 | 100 | 70 | 135 | 100 | 75 | 75 | |Draconian (Purple) | 100 | 100 | 100 | 100 | 100 | 75 | 67 | |Draconian (Mottled) | 80 | 100 | 100 | 100 | 100 | 75 | 75 | |Draconian (Pale) | 90 | 100 | 90 | 100 | 100 | 75 | 67 | |Demigod | 110 | 110 | 110 | 110 | 110 | 82 | 82 | |Demonspawn | 100 | 110 | 110 | 110 | 100 | 60 | 82 | |Mummy | 140 | 140 | 140 | 140 | 140 | 105 | 105 | |Ghoul | 150 | 90 | 150 | 90 | 100 | 82 | 97 | |Vampire | 140 | 100 | 100 | 120 | 120 | 120 | 90 | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ | |Fire Magic |Ice Magic |Air Magic |Earth Magic|Poison Mag.|Invocations|Evocations | +--------------------+-----------+-----------+-----------+-----------+-----------+-----------+-----------+ * Initial stats Here are the initial MP, HP and stats before class bonus added. 8 more points are randombly added to Str, Dex and Int (15 for Demigods and Demonspawns): +---------------+--------+--------++-----+-----+-----+-------+ | Race | Max HP | Max MP || Str | Int | Dex | Total | +---------------+--------+--------++-----+-----+-----+-------+ |Human | 10 | 0 || 6 | 6 | 6 | 18 | |High Elf | 9 | 0 || 5 | 9 | 8 | 22 | |Deep Elf | 8 | 1 || 3 | 10 | 8 | 21 | |Sludge Elf | 10 | 0 || 6 | 7 | 7 | 20 | |Mountain Dwarf | 10 | 0 || 9 | 4 | 5 | 18 | |Deep Dwarf | 10 | 0 || 9 | 6 | 6 | 21 | |Hill Orc | 11 | 0 || 9 | 3 | 4 | 16 | |Merfolk | 11 | 0 || 6 | 5 | 7 | 18 | |Halfling | 8 | 0 || 3 | 6 | 9 | 18 | |Kobold | 8 | 0 || 5 | 4 | 8 | 17 | |Spriggan | 8 | 1 || 2 | 7 | 9 | 18 | |Naga | 12 | 0 || 8 | 6 | 4 | 18 | |Centaur | 13 | 0 || 8 | 5 | 2 | 15 | |Ogre | 13 | 0 || 10 | 5 | 3 | 18 | |Troll | 13 | 0 || 13 | 2 | 3 | 18 | |Minotaur | 12 | 0 || 10 | 3 | 3 | 16 | |Kenku | 8 | 0 || 6 | 6 | 7 | 19 | |Draconian | 11 | 0 || 9 | 6 | 2 | 17 | |Demigod | 12 | 1 || 7 | 7 | 7 | 21(+7)| |Demonspawn | 10 | 0 || 4 | 4 | 4 | 12(+7)| |Mummy | 11 | 0 || 7 | 3 | 3 | 13 | |Ghoul | 12 | 0 || 9 | 1 | 2 | 13 | |Vampire | 9 | 1 || 5 | 8 | 7 | 20 | +---------------+--------+--------++-----+-----+-----+-------+ * Stats increases Max HP, max MP and intrinsic magic resistance increases at level-up depend on your race. In addition to the common stat increase every 3 turns, species get random stat increase every few levels. +---------------+----------------+----------------+--------------------+----------------------------------+ | Race |Max HP increase |Max MP increase |Magic res. increase |Stat increases (possible choices) | +---------------+----------------+----------------+--------------------+----------------------------------+ |Human | | | | | +++ | Every 5 turns (Str; Dex; Int) | |High Elf | - | ++ | ++++ | Every 3 turns (Str; Dex ) | |Deep Elf | -- | ++++ | ++++ | Every 4 turns ( Int) | |Sludge Elf | - | + | ++++ | Every 4 turns ( Dex; Int) | |Mountain Dwarf | ++ | -- | ++++ | Every 4 turns (Str ) | |Deep Dwarf | ++++ | | | ++++++ | Every 4 turns (Str; Int) | |Hill Orc | ++ | - | +++ | Every 5 turns (Str ) | |Merfolk | +++ | | | +++ | Every 5 turns (Str; Dex; Int) | |Halfling | --- | | | +++ | Every 5 turns ( Dex ) | |Kobold | --- | | | +++ | Every 5 turns (Str; Dex ) | |Spriggan | ---- | ++++ | +++++++ | Every 5 turns (Str; Dex ) | |Naga | ++++ | | | +++++ | Every 4 turns (Str; Dex; Int) | |Centaur | ++ | - | +++ | Every 4 turns (Str; Dex ) | |Ogre | ++++ | | | ++++ | Every 3 turns (Str ) | |Troll | +++++ | -- | +++ | Every 3 turns (Str ) | |Minotaur | ++++ | - | +++ | Every 4 turns (Str; Dex ) | |Kenku | -- | | | +++ | Every 4 turns (Str; Dex; Int) | |Draconian | + | | | +++ | Every 4 turns (Str; Dex; Int)(#) | |Demigod | ++ | +++ | ++++ | Every 3 turns (Str; Dex; Int) | |Demonspawn | | | | | +++ | Every 4 turns (Str; Dex; Int) | |Mummy | | | | | +++ | None | |Ghoul | ++ | - | +++ | Every 5 turns (Str ) | |Vampire | | | | | ++++ | None | +---------------+----------------+----------------+--------------------+----------------------------------+ (#) Except at level 4 ---- base max HP minus 1 on levels 2-16, minus 1 more except on every 3 levels starting at level 3. --- base max HP minus 1 on levels 2-16, minus 1 more on even levels. -- base max HP minus 1 on levels 2-16, minus 1 more on every 3 levels starting at level 3. - base max HP on every level minus 1 except on every 3 levels starting at level 3. | base max HP + base max HP plus 1 on every 3 levels starting at level 3 ++ base max HP plus 1 on every even level. +++ base max HP plus 1 except on every 3 levels starting at level 3. ++++ base max HP plus 1 on every level. +++++ base max HP plus 1 on every level, plus 1 more on every even level. (Base max HP increase is 1d4+3 between levels 2 and 12; 1d3+2 between levels 13 and 21; 1d2+1 between levels 22 and 17) --- 1 max MP on every 3 levels starting at level 3 -- 1 max MP every odd level. - 1 max MP on every level except on every 3 levels starting at level 3. | 1 max MP on every level. + 1 max MP on every level, plus 1 except on every 3 levels starting at level 3. ++ 1 max MP, plus 1 on every even level. +++ 2 max MP on every level, minus 1 on every 3 levels starting at level 3. ++++ 2 max MP on every level. +++ Magic resistance increases by 3 per level ++++ Magic resistance increases by 4 per level +++++ Magic resistance increases by 5 per level ++++++ Magic resistance increases by 6 per level +++++++ Magic resistance increases by 7 per level Species descriptions ~~~~~~~~~~~~~~~~~~~~ A few species come in different races (Deep Elf, High Elf and Sludge Elf as Elves, Deep Dwarf and Mountain Dwarf as Dwarves); they are regarded as different species for most purposes. Centaur ======= * Description (from Crawl manual) The Centaurs are another species of hybrid creatures: horses with Human torsos. They usually live in forests, surviving by hunting. Centaurs can move very quickly on their four legs, and are excellent with bows and other missile weapons; they are also reasonable at fighting in general while being slow learners at specific weapon skills. They advance quite slowly in experience levels and are rather sub-average at using magic. Due to their large bulk, they need a little extra food to survive. * Permanent intrinsic abilities Centaurs intrinsically have the following mutations (they can increase in level, but not decrease): - Tough skin level 3: You gain +3 to AC. - Cover ground quickly level 2: Your movement speed is increased by 43%. This only affects your movement speed, not your other actions (spellcasting, fighting...). - Deformed body level 1: Your armours provide only half of their normal AC bonus. Although you may gain up to 3 levels in this mutation, the effect is always the same. - Fast metabolism level 2: You consume 5 points of food each turn (instead of 3 for most species). - Hooves: 50% chance to add an auxiliary (unarmed) kick attack each time you fight, unless your auxiliary unarmed attack was already a kick attack (25% chance) (not cumulative with Talons). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. When performing an auxiliary kick attack (25% chance when performing an auxiliary unarmed attack), damage is increased to 10 (from 5). Your stealth is decreased by 10. You can't wear boots. This mutation is incompatible with Talons. In addition: Only Centaurs are allowed to wear centaur bardings (although they cannot wear boots and only get half bonus from body armours). You take about 1.5 turns to use stairs, with no bonus from your fast movement (instead of one movement turn for other characters). Your base EV is decreased by 2. Your base stealth is equal to 9 times your Stealth skill. * Level-up changes None. Demigod ======= * Description (from Crawl manual) Demigods are mortals (Humans, Orcs or Elves, for example) with some divine or angelic ancestry, however distant; they can be created by a number of processes, including magical experiments and the time-honoured practice of interplanar miscegenation. Demigods look more or less like members of their mortal part's species, but have excellent attributes (Str, Int, Dex) and are extremely robust; they can also draw on great supplies of magical energy. On the downside, they advance very slowly in experience, gain skills slightly less quickly than Humans and, due to their status, cannot worship the various gods and powers available to other classes of being. * Permanent intrinsic abilities Demigods can't worship any god. Your base stealth is equal to 15 times your Stealth skill. * Level-up changes None. Demonspawn ========== * Description (from Crawl manual) Demonspawn are horrible half-mortal, half-infernal creatures - the flip side of the Demigods. Demonspawn can be created in any number of ways: magical experiments, breeding, unholy pacts, etc. Although many Demonspawn may be indistinguishable from those of pure mortal stock, they often grow horns, scales or other unusual features. Powerful members of this class of beings also develop a range of unholy abilities, which are listed as mutations (and can sometimes be activated with the 'a' command). Demonspawn advance quite slowly in experience and learn most skills at about the same rate as do Demigods. However, they are a little better at fighting and much better at conjurations, summonings, necromancy and invocations. Note that unlike Demigods, they can take on gods, although not all will accept them. * Permanent intrinsic abilities Demonspawns can't worship any of the "good" gods (Zin, The Shining One, Elyvilon). Base damage with demonic weapons (Demon Blade, Demon Trident, Demon Whip) is increased by 1d3-1. You can't wield weapons of Holy Wrath, and take between 0 and 50% more damage from these weapons. Your base stealth is equal to 15 times your Stealth skill. * Level-up changes Demonspawn regularly gain good mutations in a specific list (see Mutations spoiler). Draconian ========= * Description (from Crawl manual) Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour. Some types of Draconians have breath weapons or special resistances. Draconians advance very slowly in levels, but are reasonably good at all skills but armour (most types of which they cannot wear) and missile weapons. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. - Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. - White Draconians stem from frost-bitten lands, and are naturally resistant to frost. They are versed in ice magic, but bad at fire. - Green Draconians are used to venomous surroundings. They are especially good in the arts of poison and without deficiencies in other magic realms. - Yellow Draconians have sulphurous breath. Unlike other Draconians, they need no time to gain back their breath. They are acid resistant, too. - Grey Draconians have no particular weaknesses or strengths when it comes to learning, and they get no breath weapon. Their scales, however, become particularly hard over time, they gain more HP than other Draconians, and they grow a spiked tail, making them particularly fit for battle. - Black Draconians command lightning bolts and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. - Mottled Draconians are somewhat in touch with fire, yet are not weak with ice. Their breath consists of special sticky fire which burns the target. - Purple Draconians are highly adapted to all spellcasting in general, and to enchantments in particular. They are a bit better at evoking things than most other Draconians. - Pale Draconians are slightly biased towards fire magic, and have no restrictions otherwise. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations. * Permanent intrinsic abilities Draconians cannot wear Body Armours (except Robes, Animal skins, Troll hides/leather armour and any kind of Dragon hide/armour), Gloves, Boots and Helmets (except Caps and Wizard's hats). You are much less encumbered by Large Shields than other species regarding auxiliary unarmed attacks, EV penalty and spell hinderance (but still more than by an ordinary Shield). You have a 25% chance to add an auxiliary (unarmed) tailslap attack each time you fight, unless your auxiliary unarmed attack was already a tailslap attack (17% chance). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Base damage for tailslap attack is 6. You have a +2 bonus to AC, increased by 1 every 4 levels starting at level 8, but you cannot gain "Armour" mutations (except in special circumstances like god-granted mutations). You cannot gain the Hooves or Talons mutations, but you have access to the Big Wings and Stinger mutations. When casting the spell Dragon Form, your chance of failure is reduced by 30%. Your base stealth is equal to 12 times your Stealth skill. * Level-up changes The draconian's colour is hidden until you reach level 7. The colour choice is random (equal chance for each color) and is not influenced by you starting class or the skills you've trained. Your skill advancement speed before level 7 is influenced by your colour even if it unknown yet. - Red Draconians At level 7, you can evoke Breathe Fire through the 'a'bility menu up to 6 tiles from you. Accuracy is 8 + xlevel/6, damage is 3d(4 + xlevel/3). Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). At level 14, you gain the Fire resistance mutation level 1, which reduces damage you receive from fire by 50%. - White Draconians At level 7, you can evoke Breathe Frost through the 'a'bility menu up to 6 tiles from you. Accuracy is 8 + xlevel/6, damage is 3d(4 + xlevel/3). Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). At level 14, you gain the Cold resistance mutation level 1, which reduces damage you receive from cold by 50%. - Green Draconians At level 7, you can evoke Breathe Poison through the 'a'bility menu up to 7 tiles from you. Accuracy is 6 + xlevel/6, damage is 3d(2 + xlevel/6), plus 66% chance to poison the monster. Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). When transformed into a Spider (Spider form spell or card effect), this ability becomes Spit Poison (slightly reduced accuracy and direct damage) At level 7, you gain the Poison resistance mutation. You are now unaffected by poison (except by the Poison Arrow spell), and poisonous chunks are considered as clean chunks. You will now take damage from the spell Ignite Poison. - Yellow Draconians At level 7, you can evoke Breathe Acid through the 'a'bility menu up to 7 tiles from you. Accuracy is 5 + xlevel/6, damage is 3d(1 + xlevel/3). Your chance to successfully use this ability is equal to (70 + xlevel)%. Unlike other breath weapons, there is no delay required to get back your acid breath ability after using it. At level 7, you take only 34% damage from acid. - Grey Draconians You gain a random stat increase at levels 4, 7 and every 3 levels starting at level 9 (instead of once every 4 levels starting at level 4). Your AC bonus increases by 1 every 2 levels starting at level 8 (instead of every 4 levels). You gain 1 more max HP every level starting at level 8. At level 7, your base tailslap attack damage is increased to 12 (from 6). - Black Draconians At level 7, you can evoke Breathe Lightning through the 'a'bility menu up to 8 tiles from you. Accuracy is 7 + xlevel/20, damage is 1d(10 + xlevel*6/5). Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). At level 18, you gain the Shock resistance mutation. Unlike the regular mutation, your Shock resistance is increased by 2, which decrease damage you take from lightning by 80%. - Purple Draconians Your intrinsic magic resistance increases by 6 per level instead of 3 (even before level 7). At level 7, you can evoke Breathe Power through the 'a'bility menu up to 8 tiles from you. Accuracy is 7 + xlevel/6, damage is 3d(3 + xlevel/3). Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). - Mottled Draconians At level 6, you are immune to Sticky Flame. At level 7, you can evoke Breathe Sticky Flame through the 'a'bility menu up to 5 tiles from you. Accuracy is 11 + xlevel/10, damage is 2d(3 + xlevel/12). A creature hit by sticky flame will take 0-18 HP damage every turn for 0-6 turns (reduced normally by fire resistance). Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). - Pale Draconians At level 6, you gain two levels of Steam resistance (33% damage from Steam). At level 7, you can evoke Breathe Sticky Flame through the 'a'bility menu up to 7 tiles from you. Accuracy is 10 + xlevel/10, damage is 3d(4 + xlevel/5). Steam damage is reduced by 50% if Fire resistance is >= 2. Your chance to successfully use this ability is equal to (80 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). Dwarf ===== Dwarves are generally short, hardy people. Originally inhabiting deep underground caverns, some of them moved closer to the surface while still sticking to the mountainous habitat. All Dwarves are particularly dangerous when using Dwarven weaponry. Their armour and weapons are very well-crafted and much more durable than the products of lesser artisans. * Permanent intrinsic abilities All Dwarves have the following properties: You get a 13% bonus to AC from dwarven armours (in addition to the normal 13% for any character). You get a 10% bonus to your chance to successfully evoke Berserk Rage from the 'a'bility menu. You get a +1d3-1 bonus to damage when using dwarven melee weapons. You get a +1 bonus to damage when throwing dwarven weapons. You get a +1 bonus to accuracy and damage when using dwarven ranged weapons. Dwarven armours's EV penalty is not increased for spell hinderance purposes (it is increased by 1 for other species). Your starting weapons and armours are turned to their dwarven versions if possible. Your base stealth is equal to 15 times your Stealth skill. Dwarf (Deep Dwarf) ================== * Description (from Crawl manual) Deep Dwarves are a species who, unlike their Mountain Dwarf relatives, never left the underground homelands. Living there for countless generations made them turn pale and lose all ability to regenerate on their own (nor are they receptive to any effects which merely hasten regeneration), as well as all ability to recover from losses to their primary attributes over time. On the other hand, Deep Dwarves have developed the ability to instantly counteract small doses of damage. They can also use their empathy with the earth to sense much of their surroundings; this ability increases in power as they gain experience levels. Given their lack of innate healing, few Deep Dwarves venture out for adventures or even combat. Those who do bring a wand of healing, or rely on divine assistance. Naturally, Deep Dwarves are quite adept with all arts of avoiding blows and damage and ungifted in the ways of physical combat. Those who have to defend their ground most often go with ranged combat (except for bows, which are too unwieldy for them) or spells. Deep Dwarves are highly spiritual beings, often portrayed as actual spirits by outsiders. They are most at home with the magics of earth and death. Like all other Dwarves, they are gifted forgers. In addition, Deep Dwarves can tinker with gadgets so as to recharge them. However, each time they do so, they lose a bit of their magical essence. * Permanent intrinsic abilities In addition to the common dwarven properties, Deep Dwarves intrinsically have the following mutations (they can increase in level, but not decrease): - Slow healing level 3: You do not regenerate anymore, even through magical regeneration or rings of regeneration. - Sense surroundings level 2: You can reveal tiles around you by evoking "Sense Surroundings" from the 'a'bilities menu. The radius of detection is 3 + 2d(xlevel + 10*level), and each tile has a 40 + 2d(xlevel) % chance to be revealed. Your chance to successfully use this ability is equal to (80 + xlevel)%. In addition: You can evoke Device Recharging through the 'a'bility menu, which works like a scroll of recharging (it even works on weapons of electrocution). Your chance to successfully use this ability is equal to (55 + 2*xlevel)%. This ability cost 1 max MP, but you don't spend anything if you fail to use the ability (or if the recharging fails, like on a highly enchanted weapon of electrocution). Any damage you receive (whatever the source) is reduced by 1d(1 + 1d(1 + xlevel/3)). In particular, you're not harmed by the spell Pain. You can't cast Regeneration (not that it would have any effect with your Slow Healing 3 mutation). * Level-up changes You gain the following mutation at level 14: - Negative resistance mutation level 1: You gain 1 level of negative energy resistance for each level of this mutation. Damage from negative energy (draining attacks, pain, miasma... etc.) is reduced by 33% per level. Stat draining has a 33% chance per level to fail. Dwarf (Mountain Dwarf) ====================== * Description (from Crawl manual) Mountain Dwarves, as opposed to the subterranean specimen, come from cities far above the Dungeon. They love to fight, and often venture forth to seek fame and fortune through battle. As such, they are very robust and excellent at hand combat, especially favouring axes or bludgeoning weapons, and are good at using armour and shields. They are poor at missile combat, the single exception being crossbows. Polearms usually are too big for them to wield comfortably and so make quite bad weapons for Mountain Dwarves. In general, they are rather resistant to magic than capable of dealing with it. However, they are very proficient at earth and fire magics. Thus, many a Mountain Dwarf started career as an elementalist in those schools. They advance in levels at a similar rate to Deep Elves. * Permanent intrinsic abilities Moutain Dwarves get the common dwarven properties. * Level-up changes None. Elf === There are a number of distinct species of Elf. Elves are all physically slight but long-lived people, quicker-witted than Humans, but sometimes slower to learn new things. Elves are especially good at using those skills which require a degree of finesse, such as stealth, sword-fighting and archery, but tend to be poor at using brute force and inelegant forms of combat. They find heavy armour to be uncomfortable, and make the finest, lightest armours to be found anywhere. Elves are particularly good at using Elven weapons. Due to their fey natures, all Elves are good at using magic in general and air elemental magic in particular, while their affinity for other types of magic varies among the different sub-species. * Permanent intrinsic abilities All Elves have the following properties: You get a 7% bonus to AC from elven armours. You get a +1d2 bonus to accuracy when using elven melee weapons. You get a +2 bonus to accuracy and +1 bonus to damage when using elven ranged weapons. You get a +1 bonus to accuracy when throwing elven weapons. Elven armours's EV penalty is reduced by 3 for spell hinderance purposes (against 2 for other characters). Your starting weapons and armours are turned to their elven versions if possible (except a Fighter's body armour). Your base stealth is equal to 15 times your Stealth skill. Elf (Deep Elf) ============== * Description (from Crawl manual) This is an Elven species 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 (including necromancy and earth magic), and adapted physically to their new environment, becoming shorter and weaker than other elves and losing all colouration. They are poor at hand-to-hand combat, but excellent at fighting from a distance. They advance in levels slightly faster than High Elves. * Permanent intrinsic abilities Deep Elves get the common elven properties. * Level-up changes None. Elf (High Elf) ============== * Description (from Crawl manual) This is a tall and powerful Elven species who advance in levels very slowly, requiring half again as much experience as Humans. They have good intelligence and dexterity, but suffer in strength. Compared with Humans, they have fewer HP but more magic. Among all Elves, they are best with blades and bows. * Permanent intrinsic abilities High Elves get the common elven properties. * Level-up changes None. Elf (Sludge Elf) ================ * Description (from Crawl manual) This is a somewhat degenerate species of Elves. They are mirror images of normal Elves in some respects: they have no special proficiency with bows or swords (long or short), nor do they have any aptitude in the traditional areas of High Elven magic (enchantments and conjurations). On the other hand, they are superlative transmuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than armed. They advance in levels slightly slower than Humans. * Permanent intrinsic abilities Sludge Elves get the common elven properties. * Level-up changes None. Halfling ======== * Description (from Crawl manual) Halflings, who are named for being about half the size of Humans, live in small villages. They live simple lives and have simple interests. Sometimes a particularly restless Halfling will leave his or her village in search of adventure. Halflings are very small and are among the least robust of any character species. Although only average at most fighting skills, they can use short blades well and are good at all forms of missile combat. They are also very stealthy and good at dodging and stabbing, but are poor at magic (except enchantments and, for some reason, translocations). They advance in levels as rapidly as Humans. Halflings cannot wield large weapons. * Permanent intrinsic abilities Halflings intrinsically have the following mutations (they can increase in level, but not decrease): - Slow metabolism level 1: You consume 2 points of food each turn (instead of 3 for most species). This mutation is incompatible with the Regeneration mutation. In addition: You can't wear Large Shields. You wield one-handed medium weapons as one-hand-and-a-half weapons. You wield one-hand-and-a-half medium weapons as two-handed weapons. You can't wield Dire Flails, Great Maces, Great Swords, Triple Swords, Battleaxes, Executioner's Axes, Halberds, Scythes, Glaives, Bardiches and Longbows. Your base EV is increased by 2. You get a small bonus in the EV calculation (see Evasion spoiler). Your base stealth is equal to 18 times your Stealth skill. * Level-up changes None. Hill Orc ======== * Description (from Crawl manual) Hill Orcs are Orcs from the upper world who, jealous of the riches which their cousins the Cave Orcs possess below the ground, descend in search of plunder and adventure. Hill Orcs are as robust as the Mountain Dwarves, but have very low reserves of magical energy. Their forte is brute-force fighting, and they are skilled at using most hand weapons (with the exception of short blades, at which they are only fair), although they are not particularly good at using missile weapons. They prefer to use their own weapons. Orcs are poor at using most types of magic, with the exception of conjurations, necromancy, and the elemental magic of earth, fire and qice. They advance in levels as quickly as Humans. * Permanent intrinsic abilities Hill Orcs intrinsically have the following mutations (they can increase in level, but not decrease): - Saprovorous level 1: The probability to become sick when eating contaminated chunks decreases from 33% to 7%. The probability to become sick when eating rotten chunks decreases from 100% to 20%. In addition: Only Hill Orcs may worship Beogh. You get a 13% bonus to AC from orcish armours. You get a 10% bonus to your chance to successfully evoke Berserk Rage from the 'a'bility menu. You get a 50% chance to get a +1 bonus to damage when using orcish melee weapons. You get a +1 bonus to damage when throwing orcish weapons. You have a 67% chance (100% for follower of Beogh) to incur Beogh's wrath when destroying an orcish idol (against 33% for other characters). You get a 50% bonus to power when trying to use Tame Beast on a Warg. Orcish armours's EV penalty is reduced by 1 for spell hinderance purposes. Your base stealth is equal to 15 times your Stealth skill. * Level-up changes None. Human ===== * Description (from Crawl manual) Humans tend to be hardworking and industrious, and learn new things quickly. The Human species is the most versatile of all the species available to players: Humans can be of any job. Humans advance quickly in levels and have equal abilities in all skills. * Permanent intrinsic abilities Your base stealth is equal to 15 times your Stealth skill. * Level-up changes None. Kenku ===== * Description (from Crawl manual) The Kenku are an ancient and feared species of bird-people with a legendary propensity for violence. Basically humanoid with bird-like heads and clawed feet, the Kenku can wear all types of armour except helmets and boots. Despite their lack of wings, powerful Kenku can fly, and very powerful members of this species can stay in the air for as long as they wish to do so. They fly a bit faster if they carry little load. They are experts at all forms of fighting, including the magical arts of combat (conjurations, summonings and, to a lesser extent, necromancy). They are good at air and fire elemental magic, but poor at ice and earth magic. Kenku do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a great deal of injury. * Permanent intrinsic abilities Kenkus intrinsically have the following mutations (which can never be removed): - Beak: 33% chance to add an auxiliary (unarmed) headbutt attack each time you fight, unless your auxiliary unarmed attack was already a headbutt attack (25% chance) (not cumulative with Horns). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Each level increase the damage of headbutt attacks by +3 (not cumulative with Horns). This mutation prevent you from wearing a hard helmet (any helmet but caps and wizard's hats). This mutation is incompatible with Fangs. - Talons: 50% chance to add an auxiliary (unarmed) kick attack each time you fight, unless your auxiliary unarmed attack was already a kick attack (25% chance) (not cumulative with Hooves). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. When performing an auxiliary kick attack (25% chance when performing an auxiliary unarmed attack), damage is increased to 8 (from 5). You can't wear boots. This mutation is incompatible with Hooves. In addition, your base stealth is equal to 15 times your Stealth skill. * Level-up changes At level 5, you can evoke Fly through the 'a'bility menu. This ability allows you to fly for 23 + 2d(4*xlevel) turns (flying basically gives you the advantages of Levitation without its drawbacks). Your chance to successfully use this ability is equal to (55 + 3*xlevel)%. During flight, you can safely cross lava or deep water, unless you become paralysed. During flight, your carrying capacity increases by 1000. During flight, your Stealth increases by 10. During flight, Kenkus (and only Kenkus) gain a 11% bonus to their movement speed, unless you are encumbered or more. This only apply to movement, not other actions (fighting, spellcasting...). With the Swiftness spell, the bonus becomes +67% (like everyone flying). During flight, Kenkus (and only Kenkus) gain a 20% bonus to your EV (up to 9). At level 15, Fly becomes permanent. Kobold ====== * Description (from Crawl manual) Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself. They have poor abilities and similar aptitudes to Halflings, except for a tendency to be stronger and less agile. Also, they are better than Halflings at using some types of magic, particularly summonings and necromancy. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. * Permanent intrinsic abilities Kobolds intrinsically have the following mutations (they can increase in level, but not decrease): - Saprovorous level 2: The probability to become sick when eating contaminated chunks decreases from 33% to 2%. The probability to become sick when eating rotten chunks decreases from 100% to 7%. - Carnivorous level 3: You can't eat any vegetarian food (fruits and bread rations), but meat-based food (not including chunks) is more nutritious. You can eat chunks anytime (not only when you're hungry). In addition: You recover from Sickness about thrice as fast as other species. You can't wear Large Shields. You wield one-handed medium weapons as one-hand-and-a-half weapons. You wield one-hand-and-a-half medium weapons as two-handed weapons. You can't wield Dire Flails, Great Maces, Great Swords, Triple Swords, Battleaxes, Executioner's Axes, Halberds, Scythes, Glaives, Bardiches and Longbows. Your base EV is increased by 2. You get a small bonus in the EV calculation (see Evasion spoiler). You take damage from the spell Ignite Poison. Your base stealth is equal to 18 times your Stealth skill. * Level-up changes None. Merfolk ======= * Description (from Crawl manual) The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers and seldom come onto the land. The 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). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning, as they can quickly slip out of any encumbering armour during the transformation into their half-fish form. The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, although 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 divination, poison and ice magics... which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magics seem foreign to them. * Permanent intrinsic abilities When you enter water (deep or shallow), you transform into a kind of half-fish. During this transformation, the following effects apply: You don't suffer any of the usual penalties from the water (drowing, etc.) Your movement speed is increased by 67%. This only apply to movement, not other actions (fighting, spellcasting...). You can't wear boots (if you already had boots, they are melded into your body and you get no bonus from them). Your EV is increased by 25% (at least 2 points), or 17% (at least 1 point) if you are wearing heavy armour. You have a 25% chance to add an auxiliary (unarmed) tailslap attack each time you fight, unless your auxiliary unarmed attack was already a tailslap attack (17% chance). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Base damage for tailslap attack is 6, and total damage is doubled against non-aquatic monsters in water. Attacks against non-aquatic monsters in water gain a +5 to accuracy and double damage. The heavy armour penalty of your pieces of armour (affecting notably your chance to perform auxiliary unarmed attacks) is doubled in deep water. Your stealth is increased by 50. You cannot transform in any other form, except Bat or Dragon. When summoning a Water Elemental, it has a 20% chance per Ice Magic skill to be friendly (instead of 7%). Your base stealth is equal to 15 times your Stealth skill. * Level-up changes None. Minotaur ======== * Description (from Crawl manual) The Minotaurs are yet another species of hybrids - Human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways. Minotaurs are extremely good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. * Permanent intrinsic abilities Minotaurs intrinsically have the following mutations (they can increase in level, but not decrease): - Horns level 2: 33% chance to add an auxiliary (unarmed) headbutt attack each time you fight, unless your auxiliary unarmed attack was already a headbuttattack (25% chance) (not cumulative with Beak). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Auxiliary headbutt attacks have damage increased by +3 per level (not cumulative with Beak). Each level increase the damage of headbutt attacks by +3. This mutation prevent you from wearing a hard helmet (any helmet but caps and wizard's hats). In a Labyrinth, the map rotting (every 20 turns) will keep tiles up to 40 tiles aways from you clear with a 75% chance (instead of up to 25 tiles with a 55% chance for other characters). Your base stealth is equal to 12 times your Stealth skill. * Level-up changes None. Naga ==== * Description (from Crawl manual) Nagas are a hybrid species: Human from the waist up with a large snake tail instead of legs. They are reasonably good at most things and advance in experience levels at the same rate as Sludge Elves. They are naturally immune to poisons, can see invisible creatures and have tough skin, but their tails are relatively slow and cannot move them around as quickly as can other creatures' legs (this only affects their movement rate; all other actions are at normal speed). Their body shape also prevents them from gaining full protection from most armour. A Naga's biggest forte is stealth: Nagas are very good at moving unnoticed. Every now and then, a Naga can spit poison; the range, accuracy and damage of this poison increases with the Naga's experience level. * Permanent intrinsic abilities Nagas intrinsically have the following mutations (they can increase in level, but not decrease): - Acute vision: You are now able to see invisible monsters. - Poison resistance: You gain poison resistance. You are now unaffected by poison (except by the Poison Arrow spell), and poisonous chunks are considered as clean chunks. - Deformed body level 1: Your armours provide only half of their normal AC bonus. Although you may gain up to 3 levels in this mutation, the effect is always the same. In addition: Naga's base movement speed is decreased by 29%. This only apply to movement, not other actions (fighting, spellcasting...). Only Nagas are allowed to wear naga bardings (although they cannot wear boots and only get half bonus from body armours). You can evoke Spit Poison through the 'a'bility menu up to 6 tiles from you. Accuracy is 7 + xlevel/6, damage is 1d(9 + xlevel/2), plus 66% chance to poison the monster. Your chance to successfully use this ability is equal to (80 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). You can still evoke this ability when transformed into a Spider (Spider form spell or card effect). Your base EV is decreased by 2. You cannot gain the Hooves or Talons mutations, but you have access to the Breathe Poison and Stinger mutations. You take damage from the spell Ignite Poison. You are considered as an aquatic creature regarding fighting penalties during aquatic monsters vs. non-aquatic monsters fights in water. Your base stealth is equal to 18 times your Stealth skill. * Level-up changes You gain +1 to AC every 3 levels starting at level 3, but you can only gain 2 levels in "Armour" mutations (except in special circumstances like god-granted mutations). Ogre ==== * Description (from Crawl manual) Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Their size also makes them hunger more than smaller folk. Ogres mature almost as quickly as Humans. Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders. Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates. * Permanent intrinsic abilities Ogres intrinsically have the following mutations (they can increase in level, but not decrease): - Tough skin level 1: You gain +1 to AC. - Fast metabolism level 1: You consume 4 points of food each turn (instead of 3 for most species). - Saprovorous level 1: The probability to become sick when eating contaminated chunks decreases from 33% to 7%. The probability to become sick when eating rotten chunks decreases from 100% to 20%. In addition: Ogres cannot wear Body Armours (except Robes, Animal skins, Troll hides/leather armour and any kind of Dragon hide/armour), Gloves, Boots and Helmets (except Caps and Wizard's hats). You are much less encumbered by Large Shields than other species regarding auxiliary unarmed attacks, EV penalty and spell hinderance (but still more than by an ordinary Shield). You wield all medium weapons as one-handed weapons. You may wield Giant Clubs and Giant Spiked Clubs and throw Large Rocks. Your base EV is decreased by 2. You get a 10% bonus to your chance to successfully evoke Berserk Rage from the 'a'bility menu. Your base stealth is equal to 9 times your Stealth skill. * Level-up changes None. Spriggan ======== * Description (from Crawl manual) Spriggans are small magical creatures distantly related to Elves. They love to frolic and cast mischievous spells. They are poor fighters, have little physical resilience and are terrible at destructive magic - conjurations, summonings, necromancy and elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed that a Spriggan can overtake a Centaur. Due to their tiny size, they need very little food. However, they are herbivorous and cannot eat meat. Their size also makes them unable to wear most armour. * Permanent intrinsic abilities Spriggans intrinsically have the following mutations (they can increase in level, but not decrease): - Acute vision: You are now able to see invisible monsters. - Cover ground quickly level 3: Your movement speed is increased by 67%. This only affects your movement speed, not your other actions (spellcasting, fighting...). - Herbivorous level 3: Vegetarian food (fruits and bread rations) is more nutritious, but you cannot eat any meat-based food at all (including chunks). - Slow metabolism level 3: You consume 1 points of food each turn (instead of 3 for most species). This mutation is incompatible with the Regeneration mutation. In addition: Spriggans cannot wear Body Armours (except Robes, Animal skins, Troll hides/leather armour and any kind of Dragon hide/armour), Gloves, Boots, Helmets (except Caps and Wizard's hats), Shields and Large Shields. You wield all small weapons as one-hand-and-a-half weapons (only knives, daggers and quick blades remain true one-handed weapons). You wield all medium weapons as two-handed weapons. You can't wield Dire Flails, Great Maces, Great Swords, Triple Swords, Battleaxes, Executioner's Axes, Halberds, Scythes, Glaives, Bardiches and Longbows. Your base EV is increased by 4. You get a small bonus in the EV calculation (see Evasion spoiler). The base EV penalty of your pieces of armour is increased by 50%. Your base stealth is equal to 18 times your Stealth skill. * Level-up changes None. Troll ===== * Description (from Crawl manual) Trolls are like Ogres, but even nastier. They have thick, knobbly skins of any colour from putrid green to mucky brown, which are covered in patches of thick fur, and their mouths are full of ichor-dripping fangs. They can rip creatures apart with their claws, and regenerate very quickly from even the most terrible wounds. They learn very slowly indeed - as slowly as High Elves - and need a great amount of food to survive. * Permanent intrinsic abilities Trolls intrinsically have the following mutations (they can increase in level, but not decrease): - Tough skin level 2: You gain +2 to AC. - Fur level 1: You gain +1 to AC. - Regeneration level 2: Increase your natural HP regeneration rate by approximately 0.4 HP per turn. This mutation is incompatible with the Slow metabolism mutation. - Fast metabolism level 3: You consume 9 points of food each turn (instead of 3 for most species). Note that Trolls consume 3 more points that any other character with level 3 Fast Metabolism. - Saprovorous level 2: The probability to become sick when eating contaminated chunks decreases from 33% to 2%. The probability to become sick when eating rotten chunks decreases from 100% to 7%. - Gourmand: You can eat chunks from corpses even if you're not Hungry or less. In addition: Trolls cannot wear Body Armours (except Robes, Animal skins, Troll hides and leather armours and any kind of Dragon hide/armour), Gloves, Boots and Helmets (except Caps and Wizard's hats). You are much less encumbered by Large Shields than other species regarding auxiliary unarmed attacks, EV penalty and spell hinderance (but still more than by an ordinary Shield). You wield all medium weapons as one-handed weapons. You may wield Giant Clubs and Giant Spiked Clubs and throw Large Rocks. Unarmed attacks get a +2 accuracy and +5 damage bonus (normally improved by Claws mutation). You can butcher corpses with your bare hands (you don't need an edged weapon). You don't get any regeneration bonus from wearing Troll leather armours (but your hunger doesn't increase either). Your base EV is decreased by 2. You get a 30% bonus to your chance to successfully evoke Berserk Rage from the 'a'bility menu. Your base stealth is equal to 9 times your Stealth skill. * Level-up changes None. Undead ====== * Description (from Crawl manual) As creatures brought back from beyond the grave, the undead are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations. There are three types of undead available to players: Mummies, Ghouls, and Vampires. * Permanent intrinsic abilities All Undeads have the following properties (except Vampires in certain circumstances, see below): You intrinsically have the following mutations: - Torment resistance: You are immune to the necromantic attacks "Pain" (direct attack) and "Call Torment"(halves your hp). You cannot cast Torment (through scrolls of Torment for example). - Poison resistance: You gain poison resistance. You are now unaffected by poison, and poisonous chunks are considered as clean chunks. Unlike other poison-resistant characters, you are even immune to the Poison Arrow spell. - Cold resistance level 1: You gain 1 level of cold resistance for each level of this mutation. Damage from cold is reduced by 50% at cold resistance level 1. - Negative energy resistance level 3: You are immune to damage from negative energy (draining attacks, pain, miasma... etc.) and stat draining. In addition: You cannot worship any of the "good" gods (Zin, The Shining One, Elyvilon). You are affected by the Dispel Undeads spell. You are not affected by curare. You cannot wield weapons of Holy Wrath. You cannot berserk. You cannot transform (except Vampires into Bat). You aren't affected by usual sources of rotting (rotting attacks, potions of decay...). You cannot mutate; when you should receive a mutation, you'll either lose 1 temporary stat point or 1d3 max HP to rotting (equal chance). You cannot learn the following spells: Alter Self, Berserker Rage, Blade Hands, Borgnjor's Revivification, Cure Poison, Death's Door, Dragon Form, Ice Form, Necromutation, Resist Poison, Spider Form, Statue Form, Stoneskin, Symbol of Torment, Tame Beasts. Ghoul (Undead) ============== * Description (from Crawl manual) They are horrible undead creatures, slowly rotting away. Although Ghouls can sleep in their graves for years on end, when they rise to walk among the living, they must eat flesh to survive. Raw flesh is preferred, especially rotting or tainted meat, and Ghouls gain resilience from consuming it. They aren't very good at doing most things, although they make decent fighters and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties. * Permanent intrinsic abilities In addition to the common undead properties, Ghouls intrinsically have the following mutations (they can increase in level, but not decrease): - Saprovorous level 3: You can safely eat raw and rotten meat. - Carnivorous level 3: You can't eat any vegetarian food (fruits and bread rations), but meat-based food (not including chunks) is more nutritious. You can eat chunks anytime (not only when you're hungry). - Slow healing level 1: Your natural rate of regeneration (after all modifiers are applied, except Trog's Regeneration ability) is reduced by 33%. In addition: Your max HP rots by 1 point every 400 turns on average. When eating any non-rotted chunks, in addition to the nutrition, you have a 80% chance of being healed (1d5 - 1) + 1d(level) where level is your experience level, and a 67% chance of restoring 1 rotted HP rotten When eating any rotted chunks, in addition to the nutrition, you heal (1d5 - 1) + 1d(level) where level is your experience level, have a 80% chance to unrot 1 HP and a 20% chance to restore 1 point of Strength - you may want to wait until your chunks are rotten to eat them if you're a Ghoul. You can never get your Hunger state over Satiated (6999 points). Unarmed attacks get a +2 accuracy and +2 damage bonus (normally improved by Claws mutation), if you're not wearing gloves. You can butcher corpses with your bare hands (you don't need an edged weapon), if you're not wearing gloves. Your base stealth is equal to 15 times your Stealth skill. * Level-up changes None. Mummy (Undead) ============== * Description (from Crawl manual) These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to. Mummies progress very slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so. * Permanent intrinsic abilities In addition to the undead properties, Mummies intrinsically have the following mutations (they can increase in level, but not decrease): You have 1 level of fire vulnerability (you take 50% more damage from fire beams, double damage from weapons of flaming). You always stays at Satiated and cannot hunger (even through spells). You can't eat any type of food or drink any type of potion. You cannot learn the following spells: Intoxicate, Passwall, Regeneration, Summon Horrible Things. Your base stealth is equal to 15 times your Stealth skill. * Level-up changes At level 13, you can evoke Self-Restoration through the 'a'bility menu. This ability restore up to 100 rotted max HP and temporary decreased stats for 1 max MP (Mummies may get rotted max HP mainly because of some monster mutagenic attacks). At level 13, you get a power enhancement for all Necromancy spells, which increase the power of any spell you cast the Necromancy school (even partially) by 33%. At level 26, you get a second power enhancement for all Necromancy spells which increase the power of any spell you cast the Necromancy school (even partially) by 33% (77% including the first enhancement). Vampire (Undead) ================ * Description (from Crawl manual) Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses. * Permanent intrinsic abilities Vampires intrinsically have the following mutations (they can increase in level, but not decrease): - Fangs level 3: Your auxiliary unarmed attack will now always be a bite attack if it is not a punching attack (83% for Vampires). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. The base damage for biting attacks ((Unarmed Combat)/5) is increased by +6. This bonus is cancelled if you're wearing a visored helmet. This mutation is incompatible with Beak. Unlike other characters with Fangs level 3, you still need an edged weapon if you want to butcher corpses (or extract potions of blood). - Acute vision: You are now able to see invisible monsters. In addition: You cannot worship any of the "good" gods (Zin, The Shining One, Elyvilon). You are not affected by curare. You cannot wield weapons of Holy Wrath. You cannot transform (except into Bat when Thirsty or less, see below). You cannot learn the following spells: Alter Self, Berserker Rage, Blade Hands, Borgnjor's Revivification, Cure Poison, Death's Door, Dragon Form, Ice Form, Necromutation, Resist Poison, Spider Form, Statue Form, Stoneskin, Symbol of Torment, Tame Beats. You cannot cast Borgnjor's Revivification, Death's door, Necromutation. You cannot eat ordinary food or potions of Porridge (you drink blood instead, see below) Your other abilities strongly depend on your satiation level - the closer you are to Starving ("Bloodless"), the closer to an Undead you are. At Bloodless (equivalent to Starving): You get all the common undead properties described above. You get 2 levels of Cold resistance (instead of 1). You consume 1 point of food per turn, 0 when you reach 701 satiation. Casting spells do not decrease your satiation. You don't naturally regenerate HP. Your temporary decreased stats do not naturally come back. You get a +3 accuracy bonus when performing unarmed attacks. All your mutations are desactivated, except physical (stat mutations, Horns, Beak, etc.) and intrinsic (See Invisible, Fangs) ones. Most potion effects are halved. Your base stealth is equal to 21 times your Stealth skill. At Near Bloodless (equivalent to Near Starving): Same as Bloodless, except: Your Torment resistance is cancelled Casting spells decrease your satiation by half the normal food cost. You naturally regenerate HP at half the normal speed. Your temporary decreased stats come back at half the normal speed. You get a +2 accuracy bonus when performing unarmed attacks. Your base stealth is equal to 20 times your Stealth skill. At Very Thirsty (equivalent to Very Hungry): Same as Near Bloodless, except: Your Negative Energy resistance is decreased to 2. Your base stealth is equal to 19 times your Stealth skill. At Thirsty (equivalent to Hungry): Same as Very Thirsty, except: You consume 2 point of food per turn. At Satiated: Common undead properties are cancelled, except: Dispel Undead vulnerability and restrictions on berserking and spells. You normally gain stats mutation (no rotting). Non physical and non intrinsic mutations are capped at level 1. You consume 3 point of food per turn. You get 1 level of Negative Energy resistance. You get a +1 accuracy bonus when performing unarmed attacks. Your base stealth is equal to 18 times your Stealth skill. At Full: You consume 4 point of food per turn. You regenerate 0.1 HP per turn in addition to your normal regeneration. Non physical and non intrinsic mutations are capped at level 2. Gaining a mutation will fail 67% of the time (0% for stat mutations). Dispel Undead effect is reduced by 33%. You get a +1 accuracy bonus when performing unarmed attacks. At Very Full: Same as Full, except: You consume 5 point of food per turn. Gaining a mutation will fail 33% of the time (0% for stat mutations). At Alive (equivalent to Engorged): Same as Very Full, except: You consume 6 point of food per turn. You regenerate 0.2 HP per turn in addition to your normal regeneration. All mutations are fully active. You normally gain mutations. Dispel Undead effect is reduced by 50% Vampires do not need (and cannot) eat regular food; their satiation level is determined by the blood they drink. Blood come from three sources : biting monsters while fighting, biting corpses of slain monsters, drinking potions of blood (or coagulated blood), described below. Vampires cannot starve. - Fighting A successful unarmed attack (or armed with a weapon of vampiricism) by a Vampire (even in Bat form) may draw blood from its target. This only happens if you're not Alive, the monster is not summoned, has blood and would produces "clean", "contaminated" or "poisonous" chunks when butchered (the latter only if you're poison resistant). In adition, only Hungry (or less) vampires will drain blood in a stabbing attack. When this happens, you first gain 1d(damage) HP (where damage is the damage done by the attack), capped by your experience level. If this comes from a "clean" monster (which would produce "clean" chunks), 1d(damage) (not capped) is added; the total amount is halved if you're in Bat form. Your satiation level is then increased by 30-89 ("clean" monster) or 15-44 ("contaminated" or "poisonous" monster), amount which will be halved if you're in Bat form. - Corpses After slaying a monster, a Vampire may drain blood from the corpse if it's not rotten and the monster had blood. You'll suck the corpse for several turns (depending on the size of the monster), which will increase your HP and your satiation. You only get the HP bonus from fresh corpses (less than 150 turns after the monster is slain). If that's the case, you heal 1 HP if the monster is "clean" or "contaminated" ; and 50% of the time if it is "mutagen". A human corpse will restore 1 + (xp_level)/3 HP (where xp_level is your experience level). An elven corpse will restore 1 HP and 1d3 MP. The satiation you get from the corpse is 1000, multiplied by the number of potions you'd get from the corpse (1 for most small and medium creatures, 2 or more for larger creatures). This amount is modified as follow: Human corpses will increase your satiation level by the base amount plus 1d(10*(xp_level)) where xp_level is your experience level. Elven corpses will increase your satiation level by the base amount plus 1d(10*(xp_level)) where xp_level is your experience level. Other "clean" corpses (or "Contaminated" with a 67% chance, or "Poisonous" if you're poison resistant) will increase you satiation by the base amount. "Contaminated" corpses failing the 67 % test will increase your satiation by half the base amount. "Poisonous" corpses (if you're not poison resistant - be careful not to turn poison susceptible due to your satiation level while eating!) will increase your satiation by half the base amount, and lightly poison you "Mutagen" corpses will increase your satiation by half the base amount and bring you 1 mutation. "Rot-inducing" corpses will not feed you and rot you instead. Note that you can butcher corpses to get chunks or skeletons, but you won't be able to drink blood from it - Potions Vampires do not get nutrition from drinking potions, except from potions of (coagulated) blood (or fountains of blood). Drinking a potion of blood will increase your satiation by 1000, a potion of coagulated blood by 800. Unlike corpses, potions of blood won't restore HP. Potions of blood will turn into potions of coagulated blood after 2000 turns, and potions of coagulated blood will rot away after 500 more turns. * Level-up changes At level 3, you can evoke Bat Form through the 'a'bility menu when you're less than Satiated. Any armour you're wearing or weapon you're wielding is melded into you, unless it is cursed (in which case it will prevent the transformation). Your chance to successfully use this ability is equal to (55 + 2*xlevel)%. This transformation remains in effect until manually stopped or if you reach Satiated status. While in Bat Form, the following effects apply: You cannot evoke, drink, read, wear or remove items. Your Strength is decreased by 5 and your Dexterity increased by 5. You are permanently flying. Your base EV is increased by 6, but any armour penalty you have (from melded items) is increased by 75%. Your AC is set to 0. Your (biting) attacks feed you and heal you by half as much as usual. Your damage increases by 1 every 5 levels in Unarmed Combat (instead of every level in Unarmed Combat). Your base attack delay decreases by about 10% per 3 levels in Unarmed Combat (instead of per 5 levels in Unarmed combat for most other characters), capped at 50%. You cannot open or close doors. You consume 1 point of food per turn (instead of 3 for most characters). Your movement speed is 67% higher than a normal character's. This only affects your movement speed, not your other actions (fighting...). Your base stealth is 20 times your Stealth skill. At level 6, you extract potions of blood from corpses when butchering them. The number of potions extracted from a corpse depends on its size, and their freshness on the freshness of the corpse (the potion will coagulate after 2000 turns minus 10 times the number of turns since the monster was killed). Acknowledgments ~~~~~~~~~~~~~~~ Thanks to garron for his corrections.