Consolidated Species

Propose new species below in separate sections using the format of an existing proposed species. If the development team feels the background should be considered for inclusion, it should be moved from this page to its own page for further detailing.

Cherub (name subject to change)

by SomeFlowers


God choice is usually a fairly permanent option. This race has the opportunity to switch gods a bit more freely, but if they don't swap often enough, suffer divine wrath. This race might swap from Trog to Yredelemnul to Fedhas to Chei to TSO to Kiku all in one game. This race is for the players who want more randomness in Gods, with a little bit more predictability than Xom.

Flavor Text

Cherubs are angelic beings loved by the gods for their striking beauty. Even Beogh has been known to have a sweet spot for them. However, being a magnet for divine attention has it's drawbacks as well…

Starting stats/equipment
-10% HP
average MP
9 str, 9 int, 9 dex
Human stat-gain
“Divine Attention” - innate faith ability, and every 15000 turns attracts the attention of a new god. (Similar to Beogh status granted by Orc Priests). When you have a new god's attention you can convert to them, maintaining 25% of current piety and suffering no other penalty. However, after 6000 turns of having a god's attention, the god gets jealous and causes divine wrath until you either convert (again, beogh-like coversion with orc priests), or wait until you get the attention of another god. (15k turns for basic timer - 6k to make new god wrathful = 9k turns until new god attention).
Innate mutations/traits
You are beloved by the gods! (See above)


Fighting: +0           Armor: -1             Spellcasting: +1
Short Blades: -1       Dodging: -1           Conjurations: -1
Long Blades: -1        Stealth: +2           Hexes: -1
Axes: -1                                     Charms: +1
Maces & Flails: -1     Shields: +0           Summonings: -1
Polearms: -1                                 Necromancy: +1
Staves: -1                                   Translocations: -1
Unarmed: -1                                  Transmutation: -1
                       Fire Magic: -1
Throwing: +0           Ice Magic: -1         Invocations: +3
Slings: +0             Air Magic: -1         Evocations: +1
Bows: -1               Earth Magic: -1
Crossbows: -1          Poison Magic: -1      Experience: 110
Example play
  1. Starting out as a Cherub Berserker. Running through the dungeon as normal, except with innate piety for Trog.
  2. At around the 15k turn marker, however, you get a message: “Fedhas is getting jealous of all the attention you're giving Trog!”
  3. The player now has a Yellow (“Fedhas”) status. In the abilities screen, there is an option “Convert to Fedhas”.
  4. I think that Fedhas might be fun for a while, so I use the “Convert to Fedhas” ability. 25% of the piety I had gathered worshiping Trog transfers over, and now I'm worshipping Fedhas (with a nice bit of starting piety). Trog, however, understands the life of a Cherub, and is mollified (no wrath through converting in this way).
  5. My Cherub continues through the dungeon and sure enough, about 15k turns later, another message pops up: “kikubaaqudgha is jealous of all the attention you're giving Fedhas!
  6. The player now has a yellow “Kikubaaqudgha” status, and can convert through the abilities menu.
  7. My cherub continues through the dungeon, still a devout druid of Fedhas. However, 6k turns later, the “Kikubaaqudgha” status turns dark red, and the player gets the message “Kikubaagudgha is REALLY jealous of the attention Fedhas is getting!”
  8. Uh-oh. My Cherub Berserker of Fedhas now has a choice to make: convert to Kiku, or suffer. I figure I'll take my chances, and deal with Kiku wrath for 9k turns until a new (and hopefully better) god wants my attention.
  9. 9k turns later (and a fair bit of necro miscasts survived), the message appears: “Xom is getting jealous of all the attention you're giving Fedhas!”, and the Dark red Kikubaqudgha status is replaced (Kiku is mollified), and a yellow Xom status appears…


Summary: Neqoxem is a Neqoxec meets Human (hence the 'em in the name). Their aptitudes mostly suck with a few exceptions. They can temporarily gain INT, HP and Nutrition from melee-killed enemies.

Neqoxem are a hybrid humanoid race resulting from an demonologist experiment feared for their evil cunning, loathsome appearance, and their gruesome ways to kill. They are generally genetically unable to breed further, due to an odd number of chromosomes disrupting meiosis. They possess tremendous magical power and their transmuting skills are beyond any other race and experienced Neqoxem can further mutate themselves at will. However if Neqoxem does not devour fresh brains for an extended period of time, Neqoxem's brains start to degenerate slowly. Due to their strange diet the Neqoxem have naturally adapted to be resistant to poison and rotting. However due their half-human genetics they are prone to torment and mutations.

Abilities and aptitudes

  Str: 5 (6 is human norm)
  Int: Varies by diet, 1 being lowest after a long diet. Players start with 5 INT. Can get temporarily very high given player kills high-INT high-HD enemies in rapid succession.
  Dex: 8 (6 is human norm)
  AC: 4
  EV: 9 (10 is human norm)
  MR: x4 multiplier (bit less than a Naga)
  Humanoid with restricted head and ring slots, rPois+, rRot. Vulnerable to holy damage and cannot worship holy gods, e.g. Demonic.

: Aptitudes are generally mediocre-to-bad, except for Unarmed, Spellcasting and Transmutations. Particularly bad at weapons and shields, due mutated appendages. No favoured weapon. Cannot wear helmets or armour other than robes and animal skins. Cannot wear rings but can wear amulets.

At level 15 gets “Mutate other” ability (1000 turns cooldown), which can be used against enemies as a smiting attack to anyone in LOS.

Neqoxem have a Drain Brain attack that is effectively an auto-triggered feature when attacking with melee and the enemy dies from the attack. This attack works as a normal melee attack so its dodgable, and only drains brains from creatures with brains.

Brains and eating them

Neqoxem are carnivores that gain a nutrition, health and intelligence bonus from eating brains. Their nutrition score is like with normal creatures.

The intelligence gained from said brain would be 0.25 times the HD of the creature, so if you kill an enemy with 4 HD you gain 1 INT. The duration of the said boost would depend on the HD of the creature. Larger creature, longer boost. Say you gain 10 turns of boost per every HD as a starter so from 4 HD enemy you'd have the INT for 40 turns.

A brain is defined by what it came from, its size, and its intelligence. Brains begin at a baseline of 1000 nutrition, the same as a chunk, and go down from there thanks to fractional multipliers such as small size, animal intelligence, etc. Naturally, there will be special cases such as giant orange brains and ettins. The more brain nutrition that a Neqoxem has in its head, the more its EV decreases due the enlarged head, but this would be fairly subtle as

Brains cannot be extracted from a corpse, so the Neqoxem has to hit with a successful melee attack to extract the brains of the living victim if it wants to gain the benefits.

Iron Dwarf

by AceSV

I am a fan of Dwarves. I'm okay with the Tolkienian Mountain Dwarves being removed in favor of the mythical Dvergar, but Deep Dwarves are too gimmicky for me due to their inability to heal naturally. Furthermore, there are many races that make armor useless (Spriggans, Draconians, Ogres, Trolls, Magic users), but few that are particularly skilled with it, so I thought it would be fun to make a race that specifically specializes in armor. To further differentiate them from their former rivals, HO and Mi, Iron Dwarves are “average” with weapons and spells. I'm not sure if the following build would be balanced, but I tried to build around +4 Armor, +3 Shield while staying similar in total to DD, DE, HO and Mi.

Highlights: Super high Armor and Shield skill, High Invo/Evocations, Mediocre at best weapon and spell casting abilities, slow move speed, but poison resistance and sense surroundings.

Iron Dwarves are the descendants of Deep Dwarf adventurers and outcasts who left their deep homelands in search of freedom. They live closer to the surface than their ancestors, competing for land with goblins, kobolds, orcs and ogres. Unlike their plundering neighbors, Iron Dwarves prefer to dig in and defend, besiege and outlast their opponents. Iron Dwarves aren't quite as “civilized” as humans or elves, but not as bad as their neighbors either.

Explanations: Having once shared the Deep Dwarves' lack of healing, Iron Dwarves became obsessed with defense. Over many generations, damage resistance mutated into sickness and poison resistance. Constantly besieged by undead, Iron Dwarves grew to despise their ancestors' practice of Necromancy. Using whatever means they had to survive their exodus, Iron Dwarves surpassed their ancestors in spellcasting, but prefer befuddling their opponents to blasting them. Likewise, Iron Dwarves grew to rely heavily on religion and magic items.

Innate Abilities:

Sense Surroundings 1 (like Deep Dwarves) Slow Moving (like Nagas) Poison Resistance 1 (maybe at a later level) - (Add Fast Metabolism or Slow Healing if unbalanced) Dwarven equipment bonus

Starting Equipment/Skills

Backgrounds that would usually start out with robes start with a dwarven leather armor instead. Backgrounds that would start with a Short Sword (like Hunter) start with a Hammer instead. All weapons and armor are of “dwarven” quality, when such variants exist.

Level Bonuses:

Iron Dwarves gain a Strength or Intelligence (equal chance) increase every 4 levels starting at level 4. Iron Dwarves have 10% more HP than average. Iron Dwarves have average MP Iron Dwarves gain 4 magic resistance per level.

+2 Fighting -3 Short Blades 0 Long Blades 0 Axes 0 Maces & Flails -2 Polearms -1 Staves -1 Unarmed Combat

-1 Throwing 0 Slings -3 Bows 0 Crossbows

+4 Armor -3 Dodging -2 Stealth -3 Stabbing +3 Shields +1 Traps & Doors

+3 Invocations +3 Evocations (Decrease if unbalanced)

0(+2?) Spellcasting -2 Conjurations 0 Hexes 0 Charms -1 Summonings -3 Necromancy -1 Translocation 0 Transmutation

0 Fire Magic 0 Ice Magic 0 Air Magic 0 Earth Magic 0 Poison Magic

Exp 130


by AceSV

A Kitsune is a Japanese fox spirit creature known for cunning intelligence, the abilility to change shape (especially into attractive women), the ability to conjure flames or sometimes lightning, and to possess or charm people.

I felt that the Kitsune's transforming and charming could offer a unique style of play for DCSS. I like hybrid types too, so I tried to allow a mix of spells and fangs.

Innate Abilities:

Fox Form - The Kitsune's true and default form. For game purposes, probably identical to a Felid.

Human Form - At level 3, the Kitsune can learn to transform into a human's shape, gaining the ability to fully manipulate items but losing fox form's natural weapons and other mutations. Armor, etc, that can be equipped in human form, but not in fox form melds to the player and returns when they assume human form again (like a merfolk's shoes).

(According to legend, kitsune cannot hide features like their ears and tail.) (For fun, a kitsune could revert to its fox form when surprised or under stress, for example on LOW HITPOINT WARNING, critical hits, when confused, forcibly teleported, etc.)

Charm - At level 6 Kitsune gain the Enslavement spell as an ability. Same MP cost, hunger, etc. Could split to Charm Animals in Fox Form, which would only work on animals like Jackals, Rats, Worms, etc, and Charm Humanoids in Human Form, which would work on Goblins, Ogres, Elves and so forth. A tip should appear if the player tries to use these abilities on the wrong target, such as “The -target monster- doesn't find your present form attractive…”

??? Possession ??? - According to legend, Kitsune can possess people (Kitsunetsuki). I don't know how plausible this would be from a programming perspective, so I will simply mention the possibility and move on.

Kyuubi Form - At level 9 (or higher) Kitsune learn to transform into the 9-tailed godlike Kyubi. In Kyubi form, Kitsune gain,

- Quickly regenerate HP (maybe) - Quickly regenerate MP - +3 boost to Str, Int, Dex - Speed 3 - Detect Monsters (like Antennae 3) - Increased AC & MR - Lighting fast metabolism (and possibly cannot eat if overpowered) - Cannot Pray or use religious abilities - Gain less EXP in this form - Like fox form, cannot manipulate or equip items, same sharp claws and fangs.

(A Kitsune that attains the rank of Kyubi is said to be akin to the gods, so given its massive boost to powers, it makes sense to restrict its religious abilities, like a DemiGod, in this form. Perhaps only Kitsune who are not religious to begin with can learn/use Kyubi form. )

??? Blood Drinking ??? - According to some stories I've heard, a Kitsune needs to drink blood like a Vampire rather than eat, in fox or human form. This is not a universal trait of Kitsune folklore, but might be fun to reuse blood drinking and the Potion of Blood for another race.

Starting Equipment/Skills:

Since Kitsune cannot learn human form until level 3, they do not start with any equipment, but all start with Unarmed Combat and Spell Casting.

Bad Str Good Int Good Dex

(As Kitsune are foxes at heart, they find human weapons and armor confusing, even when in human form. )

+2 Fighting -1 Short Blades -2 Long Blades -2 Axes -2 Maces & Flails -2 Polearms -1 Staves +2 Unarmed Combat

-1 Throwing -3 Slings -3 Bows -3 Crossbows

-3 Armor +3 Dodging +3 Stealth +3 Stabbing -2 Shields -2 Traps & Doors

-1 Invocations -2 Evocations

+2 Spellcasting 0 Conjurations +2 Hexes +2 Charms -1 Summonings -2 Necromancy -1 Translocation 0 Transmutation

+3 Fire Magic 0 Ice Magic +2 Air Magic 0 Earth Magic -1 Poison Magic

HP -2 MP +2 Exp 140


2785272: involuntary (uncontrolled) shapechanging at first, from nymph form into tree form (the latter a bit like statue form). Later on controlled.


  • Large in size, stats similar to Troll/Ogre
  • Starts as “clay golem”, becomes successively harder materials as it levels up (Stone, Iron, Steel, Diamond) while gaining AC and innate resistances
  • Horrible magic aptitudes, superior physical aptitudes (equivalent to Minotaur)
  • Can't wear armor (too big, doesn't fit)
  • Natural damage shaving equivalent to Deep Dwarves, increases upon transformation into Iron, and again into Diamond
  • Doesn't regain HP naturally, must eat equipment to regain HP
  • Slow speed for walking


2565207 by tfon: “air elemental”.

  • Large in size, stats like Halfling.
  • Good spellcaster/rogue. Advantaged: dodge, stealth, possibly stabbing; short blades, polearms, staves, unarmed, throwing, bows, darts; enchantment, divination and air magic.
  • Disadvantaged: armour (greatly), shields; axes, crossbows; conjuration, necromancy and (greatly) earth magic.
  • Movement speed depends on health and satiation.
  • Starts with poison resistance, and gains cold, fire and lightning resistance later on.
  • Controlled flight from XP 1; can go flying later on; permanent flight in the end.
  • Has two transformation abilities (in each of which one gets rPois, rF, rC, rElec, rN):
    • Airform: takes several turns to initiate and/or to end, and is uninterruptable. Makes slow, raises AC dramatically, slows metabolism and allows for normal spellcasting under any circumstances (including starvation, see “unusual diet” below). This ability can be used even when starving (again, see below).
    • Windform: makes the Sylph even faster than usual (running speed only, no glow), greatly heightens EV and AC, air magic booster, increased metabolism, has initial cost in food,and continues until full starvation if not stopped manually (but, again, see “unusual diet” below).
  • Unusual diet: slow metabolism. Cannot die of starvation. Gradually, most natural abilities will become unusable, spells will lose power (but will have the same chances of success), strength will be lost (as a reverse Might effect, not as regular stat drain) and movement will slow down to Naga level at starving. (Perhaps boost Stealth if hungry but beware of Vp overlap.)


2565477 by tfon: “fire elemental”.

  • Medium size, stats like Merfolk.
  • Looks like a Naga (so perhaps rename “Naga barding”).
  • Good fighter or spellcaster, decent thief, and a truly horrible summoner.
  • Advantaged: long blades, polearms, unarmed combat and fire magic.
  • Disadvantaged: stealth, T&D; short blades, staves, all ranged but throwing (which is average); summoning (strongly), translocation and ice magic.
  • Starts with fire resistance, and gain additional ranks at greater levels.
  • Starts with cold vulnerability, with a max resistance of ++.
  • Salamanders automatically gives their non-artefact weapons fire brand. At XP 10, they start generating fire clouds next to them; growing to full ring of flames by XP 26. Scrolls burn when walking over them. Taking damage when near water (amount depends on number of adjacent water squares; rC helps but does not fully offset the damage). Can swim in lava (like the monster salamander, which should also get the partial ring of flames). No wooden items? Hellfire resistance?
  • Diet: from burning scrolls? Perhaps not needed.

drpraetor 2010-02-23 05:16 :: As an alternative, I'm very fond of the Abysians from the dominions games. There's tremendous overlap in schtick (and we wouldn't have both), so:

  • Large size, very good Str and Int, poor dex, slow XP.
  • Advantaged: Axes, Maces/Flails, Traps & Doors, Armour, Shields, Summoning, Conjuring, Evocations, Fire, Earth.
  • Normal: Spellcasting, Invocations, Translocation, Enchantment, Throwing.
  • Disadvantaged: other skills, mostly by a lot.
  • Starts with rF++++ (true immunity) and trails fire clouds behind as walks. Can walk into lava.
  • Scrolls burn, *including scrolls in inventory*. Possibly missiles melt as well (special modification to item dest code.) Also you're standing in a fire cloud. Basically can't carry scrolls around for long.
  • Strongly carnivorous, fast metabolism.

In addition to the no-scrolls conduct, they'd be excellent armoured casters.

Comment by ahyangyi 2010-02-23 14:57: I like this one. (probably because there's a tremendous overlap with my Efreet below)

  • Why melt missiles? It's inconsistent with the other fire effects in the games.
    • Well, I now understand because Abysians are made of magma instead of fire. I still disagree with the forced gameplay choice here, though.
  • Note that abysians can use scrolls, it's just they can't carry scrolls around for long. So there's no problem with remove curse/enchant.
  • Abysian sounds demonic. Is it counted a demon?
  • Are we prepared for scumming? For example, apportate the most useful scrolls with you so you get a
  • Does it has to become an armoured casters? I think we'd better give more options to the players.

Some comparisons between my Efreet and Abysian:

  • Efreet good at long blades for consistency reason.
  • Efreet is not a heavy armour heavy weapon thing.
  • Efreet has weakened RoF instead of fire trail.
  • Efreet gets astonishingly good fire aptitude, (partially) balanced by the fact that it comes with two or three innate fire skills.
  • Efreet doesn't get really bad apts for other skills, except maybe armour (I forgot the reasoning)?
  • Efreet has initial rC-.

The first two are just because Efreet and Abysians are different; The RoF thing is just worse than fire trail thing. But the other 3 may be worth considering.

Ahyangyi's efreet implementation available here:

Ahyangyi is proposing to make a single entry for the scroll-limited race.


2565537 by tfon: “water elemental”.

  • Amphibious. Should get different boni in water than Merfolk have.
  • Leaves a trail of puddles (shallow water, chance 1/10 each step). Being next to or in water refills their tank, but not much. They need to drink potions of water to get sustenance (to create those puddles); running to a level with water will be a net loss.
  • Good with M&F and staves, spellcasting, transmutations, summoning, enchantments. Great with armour. Bad at most other skills, horrible at conjurations.
  • Natural ability to draw water from fresh, clean corpses, creating a non-decaying, but cold-vulnerable, food source.
  • Susceptible to fire and cold.


1817776 by eronarn and greyknight: The basic idea is that of a species where the player undergoes metamorphosis. Some possible stages for metamorphosis:

  • larvae (fast [note that killer bee larvae are slow!], deformed body)
  • worker (scales, stronger, can lay web traps)
  • warrior (poison sting, enslave monsters telepathically)
  • queen (lay eggs in corpses, resulting in larvae once the corpse rots away, larvae will eat corpses to grow up; doing so should yield piety).

Additional abilities to be possibly used: leap, fly. Abilities need not be ever increasing, could lose some upon changing stage (gaining new ones presumably).

The metamorphosis could be done in various ways: single turn or elaborate ritual; automatic or activated; choice of next stage or not (as the stages should fork). E.g.

  • larva → worker → warrior → general (about poison and strength) and
  • larva → worker → despot → queen (about wings and intelligence)

Religion-less (a la DG), worshipping only the Hive. Piety from laying eggs (and destroying other insects?) and coming closer to the Hive. Uses of piety not worked out yet.

Just mentioning: magnopteran, formian castes, instar. See FR for more details.

Psiweapon 2013-01-18 20:34 :I like this idea A LOT, so here is a CRAPLOAD of suggestions and some caveats:

  • Sorry Eronarn - “scales” on an insect make next to no sense, but an exoskeleton could work just the same and be different just in name!
  • Web traps sound more like spiders than insects, BUT it'd make more sense for larvae
  • worshipping the Hive sounds more like an exclusive religion than “no religion”. Maybe they could forcefully start worshipping the hive, so no death, chaos or abyssal knights, nor healers or priests; but be allowed to change religions afterwards (incurring penance, wrath and whatever).
  • badly deformed body and/or limited body slots:
  • No body armor, but give them AC for the exoskeleton?
    • Unless they have a humanlike enough torso, maybe introduce some sort of “insectoid barding” items?
  • No boots (either that or two boot slots, but that sounds kinda stupid)
  • No helmet since they should have antennas
  • Gloves depend on whether they have humanlike hands or not (I say they don't)
  • Shields are okay
  • Cloaks are okay
  • Hats are okay
  • Antennas allowing them to detect nearby monsters (via pheromones) but restricting helmets (different from DD and Demonspawn, similar to Ash)
  • two arms and four legs: slightly faster movement speed, but not faster than current speedsters (centaurs, spriggans)
    • Because all arthropodes have six limbs and “two legs and four arms” could lead to all sort of additional stupid questions like two-handed weapons with two shields, multiple rings, dual wielding and what not.
  • bite attack, with strength depending on instar and/or level
    • No need for a butchering tool, they butcher with their mandibles.
  • Sting attack depending on instar and/or level, stinger mutation always available even if lacking it naturally.
    • Queen instar loses stinger as it turns into a functioning ovipositor?
  • vulnerability to poison
  • If or when beelike they should be nimbler and quicker
  • If or when antlike they should be stronger and harder to crack
  • If or when winged they should be able to start flying anytime, but burn through satiation really fast and lose stealth when doing so (just imagine the rate at which their wings would bat)

Reasoned skill suggestions:

  • They should have good shield aptitude since it's the only protection available
  • Bad with edged weapons as they'd be of little use in war amongst themselves, having exoskeletons.
  • Good with piercing and concussive weapons for the same reasons
  • Good with ranged weaponry if bee-like since ranged weapons when airborne would be an advantage.
  • Terrible with armor, what armor?!
  • Not particularly good at dodging if ant-like, but pretty good if bee-like.
  • Bad at poison magic since most arthropodes are vulnerable to poison?
  • Or good if they do have poisonous stingers?
  • Good at earth or air magic, depending if they're more like ants or more like bees, I personally prefer ants, but bees are cool too. Bad at the other one.
  • Bad at fire and water magic since neither ants nor bees are particularly fond of any of them.
  • Good at summonings since they're used to very rigid hierarchies, their mindset makes it easier for them to hold other creatures enthralled
  • Good at invocations for the very same reason, their mindset makes it easier for them to submit to a higher power. This would play well with being religiously restricted.

Suggestion for piety uses:

  • I'd rather see the “enslave monster” as a hive granted power (smite-targeting, permanent if successful ON INSECTS, resistable, invocation)
  • Some sort of mapping ability? If ant-like they could sense the earth around them, if bee-like they would feel the air currents of the dungeon


2784439: Change of shape, between normal form and wereform (fang. claw, faster, less stealth). Werefoo can possibly tame monsters of the same type (rats, jackals, wolves).
Triggering the transformation: Either by (randomised) turncount (this simulates phases); or by hunger (going below Foo satiation); or becoming enraged.

I'd like to see the werewolf race made playable as well. Some ideas I've brainstormed up: As far as aptitudes go, however, I'm thinking that making all weapon skills average but unarmed skill a bit slower to learn might be interesting, provided it's balanced by the innate unarmed attacks in wolf form being stronger by a significant amount (after all, can't wield weapons with paws). Hopefully, this leads to using normal weaponry when in human form, but switching to a more powerful bare-handed fighter when in wolf form, sort of like a flavorful version of the rage mutation (but discouraging players from just sticking to unarmed attacks full-time). It might also be interesting to allow players of the race to trigger the mutation through abilities, although they'd have limited (read: nearly impossible) success until they have a fair few levels under their belt (controlling lycanthropy is hard, and it would prevent them from having Trog powers from the word go). Armour can be average, but you lose gloves, boots, and helmets (probably body armour as well but I could see that staying) upon shifting, so they should probably have decent Dodging. With regards to magic, I think that they should have below-average aptitudes in that area, barring Transmutations and possibly Enchantment for obvious reasons. The rest of their skills that I cannot remember right now can be average.

The result is a species that has to be careful in situations to ensure that they don't lose their resistances from armour or their special weapons at the wrong time, but can also make use of shifting to take down tough physical foes if they've got good timing. Please offer feedback and suggestions! kalir


2828201 by zauren.

  • Permanent Levitation
  • 1/2 Physical Damage
  • +1 MP/Level gain
  • 1 starting level in all resistances, including rPois, rElec
  • Aetherals start with 1 HP, and gain none leveling up. Instead, all damage is done to MP. When MP reaches 0, damage is then done to the real body. Mana regenerates at normal rates, and they eat normally (With a unique message for hunger and devouring, however.) Fighting Skill will still give them normal HP, if it can be acquired. This might be important for poison arrow and rotting later in the game.
  • Air=70, Armour=260, Axes=165, Bows=150, Conjuration=70, Crossbows=150, Darts=150, Divination=70, Dodge=90, Earth=70, EXP=130, Fighting=200, Fire=70, Ice=70, Invocation=135, Long Blades=165, Maces=165, Necromancy=100, Poison=70, Polearms=165, Shields=140, Short Blades=165, Slings=150, Spellcasting=60, Stab=150, Staves=140, Stealth=100, Summoning=70, Throwing=150, Translocation=45, Transmutation=150, Traps and Doors 100, Unarmed 150.


2827466 by banei.

  • No mana. All spells can be chain-casted. The player is still affected by spell hunger.
  • Permanent flying and sustenance
  • Absorb body essence: While hovering over a dead carcass, absorb whatever essence that can be gained. It's possible to become full at XL 10, very full at lvl 18 and engorged at lvl 26. This replaces eating.
  • Absorb weapon: Affect all brands from the weapon upon your unarmed combat for a period of time (ie. 500 turns). Weapon is destroyed and previous brands are removed. The +hit and +dmg enchantments increase the duration of the newly acquired brand(s). The duration of temporary brands on weapons is vastly reduced (ie. 30 turns).
  • Absorb jewellery: The magical effects of the jewelery are absorbed. These effects last 800-1000 turns and are stackable. [Note that all three absorbs are done with a single absorb ability. This permits picking up corpses for future absorption. If there are valid corpses or items on the ground, these are offered first.]
  • Disperse ability: This will create fog surrounding the player. The size is determined by the player's lvl (3×3 at XL 1 to 6×6 at XL 27). Upon activating the ability, the player is asked where he wishes to be repositioned in the fog. This new position must be free of wall or creature. The player's satiation level and health are quartered.
  • Mutations regress over time (maybe 500 turns).
  • Immune to rot.
  • Cannot cast necromutation, alter self, blade hands or stoneskin.
  • Cannot be translocated except by divine intervention.
  • Cannot eat or drink.
  • Cannot wield anything.
  • Cannot wear any clothes or jewelery.
  • Very reduced carrying capacity (20 slots ; 5 stones per str).
  • Weapons (including wielded ranged), armour, and shields = 200, Fighting = 120, Unarmed Combat = 70, Throwing and darts = 120, Dodging = 40, Stealth = 60, Stabbing = 160, Traps & Doors = 85, Invocations and Evocations = 100, Spellcasting = 130 (balances the chain-casting), Conjurations, fire, ice, air, poison = 65, Earth = 140, Summonings, Necromancy, Enchantments = 80, Transmutation = 150, Divinations = 90, Translocations = 175, Experience = 110
  • Level bonuses: -1 hp every level, -1 hp every 4 levels, +1 int or dex every 3 levels.
  • All Auras begin with the Book of Cantrips and at least 1 level of Spellcasting

This one has been criticised for being over-specialised, i.e. completely enforcing a certain playing style.


1966082 by tiki: Undead species. Similar to ghoul in skills, but less fighting oriented, and even better at necromancy and ice magic. Carnivore (no rotting like ghouls). Poor stats; increases in stealth very fast, and gain a few powers as it levels:

  • invisibility (XL 3)
  • blink (XL 8)
  • shadowform (XL 18): able to move about completely undetected, fast, transformation takes a few turns; still detected by anything that saw you transform

Other features:

  • small total carrying capacity
  • Shadows could feed exclusively by doing strength damage, but be rather frail and spellcasting-centric, without the ability to wield items at all (your ghostly hands are too wispy to manipulate them properly) or wear armour heavier than robes/animal skins, gloves, caps, hats, cloaks. Casting high level spells would be tricky for them due to hunger issues. Some possible tradeoffs for this would be obscene stealth, an activated racial lantern of shadows effect (without stealth or casting drawback), necromancy boost, increasing strength damage as they level, high EV, a permanent non-EV miss chance as attacks go through them.
  • Another idea is to make a more general 'apparition' species that can fork off into Insubstantial Wisps (very high innate resistances, with the ability to blink at will for free, but poor weapons/spells), Wraiths (tougher, melee-ish undead, automatically drain opponents in all melee and gain XP when they do), Shadows (weak, but very stealthy, doing str damage), Hungry Ghosts (the only apparition that can eat, and also drains hunger in unarmed combat, but has a painfully high hunger rate when using abilities), or Flayed Ghosts (revitalize themselves by hurting living opponents but almost unhealing otherwise, very strong/tough, very dumb). There are various ways how to make the forking work; automatic or chosen, reversible or not.

dpeg: Shadows are a monster, which is quite unrelated to the proposal. Also, I am not too fond of abilities gained upon levelling.


2842367 by banei. Modified by banei.

Starting stats: 8 str, 8 int, 15 dex
At each 2nd XP level: gains 1 point of str
At each 5th XP level: gains 1 point of dex
No choice of stat increase at each 3rd level

Wearable equipment: amulets, rings (wears them as earrings), cap or wizard hat, cloak

Attacks with one bite and two claws(+2) per round
Loses claw attacks if wielding something.
Unable to hold a shield

movement speed +1, increases to speed +2 at level 14 (adult)
Saprovore +1
Carnivore +2, increases to carnivore +3 at level 14 (adult)
1 AC from fur, additional 1 AC each 3 levels
Weak to fire (+1)
Sticky flame lasts twice as long if not wearing positively enchanted cloak.

Trouble reading books and scrolls (blurry eyes effect, but written as “difficult understanding of written language”)

Cursed status on items has no effect (can always remove the item)

Has a chance to stun for 1 turn when stabbing (modified by HD)

Active ability: Shadow Lunge

  • This ability permits the Homocanis to sprint to a tile within view.
  • When activated, the Homocanis moves faster than hasted to the selected tile, expending 100 nutrition per tile travelled.
  • The player cannot stop the sprint.
  • The sprint ends when the following occurs: tile attained, path is blocked, Homocanis is damaged, Homocanis is affected by any spell during sprint, Homocanis is starving
  • If there was a creature on the selected tile during selection and it is that creature that blocks the Homocanis, that creature is stab-attacked and receives additional crushing damage ( bonus dmg=(str*level)/18 )
  • Any other creature that blocks the Homocanis isn't attacked
  • Shadow Lunge has a medium timer

Each 6th level, the homocanis will learn a random spell from the following list: Tame beasts, stoneskin, slow, resist poison, repel missiles, flame tongue, freeze, insulation, detect traps, detect creatures, corona, confusing touch, cause fear, call canine familiar, blink, berserker's rage, abjuration

(Optional) Spells cast by the homocanis use twice the mana, cause twice the glow, and make no noise
(Optional) Refuses to serve evil gods

Strong skill aptitudes: fighting, unarmed combat, dodging, stealth, stabbing

Medium skill aptitudes: spellcasting, traps&doors, invocations, divinations


by bongobill

Here's a concept that plays with the ordinary hunger structure. A Devourer is a huge, disgusting glutton of a creature which exists to consume everything it can get its hands on. Mechanically, it should reward eating as much as possible, frequently as soon as possible.

It seems to me that a good way to accomplish this would be for a Devourer to gain experience solely through nutrition, so that eating rather than fighting is what increases level. (Naturally, this would require a very odd experience curve for Devourers, as the experience gain in the dungeon is balanced far differently from the food availability.) A Devourer would be unable to starve to death; rather, advanced stages of starvation cause degeneration of its stats, which can be restored by eating. Stat death, rather than death by starvation, is the fate of Devourers who don't keep moving.

An alternative interpretation would be to multiply the experience gained by some factor based (logarithmically) on the nutrition level, which would have some absurdly large cap that might, in fact, be impossible to reach. At anything less than satiated, you accumulate XP slower than a comparable character; above it, you accumulate it faster.

This species would increase in size as its level increases, gaining access to new weapon and armor types but possibly losing access to older ones. It would also be appropriate to give it a fairly powerful bite attack which also causes enemies killed with it to be eaten in the same movement. Balancing this against a poor racial aptitude for most or all weapons appears a natural choice. Very certainly it requires good deal of resistance, if not outright immunity, to food-borne harmful effects, very likely inherently gaining many of the bonuses of the Amulet of the Gourmand.

One could imagine further variations on the idea. Slow skill growth all around, but with the ability to consume an item to speed improvement in the associated skill. An exceptionally high vulnerability to poison. Metabolism-altering effects could have serious consequences. And, of course, the physiology of the Devourer is entirely up in the air, producing the possibility of filling any needed combination of skill aptitudes.



Replaces the superior stealth of the “shadow” proposal with limited sight range. Flavortext explains the place of shadows and phantoms in Crawl mythology.


Plays like the phantom monster: hard to hit, blinky, weak. Can track monsters from afar after devouring their shadows, partially compensating for the phantom's poor sight range.


Normal shadows are lingering reminders of things that are no more, used as fuel for the spells of necromancers and summoners but otherwise unheeded. However, when necromancers stir up these minor shadows with their dark arts, they create eddies and vortices that - once in a great while - manifest as phantoms, pitch-black beings harboring will, intellect, and intense disdain for the foolish mortals that stirred them.

Phantoms can shift like the shadows they are, translocating themselves instantly, and are nearly as imperceptible as shadows. In fact, since a phantom is a highly localized distortion of light and space, it cannot be perceived by beings at a great distance, and neither can it perceive them. As much as phantoms hate to admit it, their greatest strengths lie in the dark arts of summoning and necromancy that birthed them.


  • intrinsic blink
  • reduced sight range (6 to 4, unsure at this point)
  • undead
  • eats shadows

Eating Habits

  • Devours the shadows of monsters (living or otherwise) in melee. Gains a small amount of nutrition per shadow.
  • An enemy whose shadow is devoured is “familiar” to you, allowing you to track it from afar.
  • Without its shadow, monster is slightly weaker (reflected in reduced HD).
  • Tracking of enemies meant to partially compensate for reduced sight range.

Aptitudes and HP

Aptitudes are pretty close to those of other undead.

  • HP is spriggan/deep elf level.
  • High stealth aptitude.
  • Excellent at summoning, necromancy.
  • Low str.


minced [6/02/10]

A race with magical chaos boiling in their veins, complicating combat and spellcasting in several ways.


The Fey are beings of raw, unfettered magic, so that their very lifeblood glows with chaotic essence and their brightly colored skin is cris-crossed with ever-shifting arcane sigils. Due to their metaphysical nature, Fey suffer no ill effect from the magical contamination that plagues all other spellcasters. Rather, they endure a greater curse: they can only cast spells with their own lifeblood, risking death if they abuse their cantrips. The Fey are often in more danger from themselves than from outsiders, for spilling a Fey's blood releases the chaos within.


  • HP and MP are merged. Spellcasting skill increases HP, spells are cast from HP.
  • Passive “glow” attack: enemies that harm a Fey in melee get contaminated, resulting in magical explosions/polymorph at high glow.
  • Can enchant a weapon with the “feyblood” brand at a max HP cost (see weapon brands page).
  • Magical explosions (a common occurence in melee combat with the Fey) do half damage to a Fey, making melee ever-so-slightly less traumatic.

Interaction with Magic-Boosting Items

  • Cannot use sublimation of blood, channeling staff, guardian spirit, or crystal ball of energy since magic is too closely interweaved with a Fey's life-force.
  • Ring of magical power should be fine - 10 extra HP. However, in late game 10 more HP makes little difference.
  • Eyes of draining are REALLY nasty to Fey…


  • Flavor: Fey are daredevils and have little civilization to speak of. High dodging, high spellcasting.
  • More in tune with magic than the elves, but less specific knowledge. Spellcasting apt is 60, elemental magic 70, enchantments 100, other magic 120.
  • Weapon aptitudes are subpar.

General Gameplay

Fey are like trolls: they have some abilities that are incredibly powerful, but must overcome several obstacles to survive long-term. Casting spells from lifeblood seems good at first, but a Fey with low HP has little in the way of escape mechanisms - plus, lack of channeling HURTS. Melee is downright dangerous in early game due to glow issues, subpar in late game due to low apts.

* I like the general idea (glow mechanics), but hate the flavor. This seems more suited to some type of ugly thing. — brendan 2010-06-23 16:09

Race X with the unique spellcasting mechanic

I have only raw idea, without any background. Feel free to create any race around it

Varant 1

Race X can't learn spells form books at all, but it gets random spells with gaining levels. Probably spells should be slightly influenced by the skill level, so fire elementalists would get fire spells reliably but still can get Ice Form

Variant 2

Same as above + race can't read at all, books and scrolls are totally useless

Variant 3

they can learn spells normally, but random spells take valuable slots and can't be unlearned even with Sif Muna's help— strobgpoint 2010-08-09 18:00

Unliving player race

You were created by a mad scientist bla bla bla I hate writing lore so I'll just get straight into it.

The player would basically be like a monster golem, great resistances and unliving, which means torment immunity, can't quaff potions or eat food. The resistances should come at certain level intervalls stacking up to maybe full resists at XL27. Perhaps starts of with rPois, rN+++. And gains a level of rC, rF, rElec, rAcid etc as it levels up. I'm also considering the player race to not being able to wear anything at all, no jewels no nothing. However would be cool if they had an innate base AC that gets higher with XL that works with the armour skill, so higher armour skill = higher AC for your character.

For the level intervalls where you gain resistances your golem will also be “renamed” and recoloured, from stone golem to metal golem, to crystal golem or so.

I've also got some ideas for making elemental skills have various effects on your golem, the highest of your elemental skills will cause affects like adding the element to your UC attacks and perhaps some other affect, like a high skill in air would give your character a constant flight status, and a lower level of air would enable you to evoke levitation. Also the higher the elemental skill the more added damage to your UC.

I was thinking that all elemental skills should have 2 different added effects one that requires a lower level of skill and that you can have all of if you have enough skill in each elemental tree. The 2nd skill requires a higher elemental skill and only your highest elemental skill will give you the effect (or the first to reach 27 if you got 2 or more skills on the same lvl). Now I haven't really worked out what they would be but here are some suggestions

Air: 1st skill = levitation, 2nd = flight. Fire: 1st = conserve scrolls, 2nd = fiery envelope (monsters standing next to you take some fire damage) Ice: 1st = ???, 2nd = Icy envelope Earth: 1st = minor AC bonus, 2nd = ???

Yet another idea going in the elemental fashion combined with draconians is that at level 7 or so you turn into a fire/air/earth/ice golem depending on what your highest elemental skill is or if you have no elemental skill it randomly picks one, depending on what you get your apts will change a little bit and the order of how you gain your resistances will change, (fire golem would get fire resistances earlier and cold resistances later on or maybe end up at rF+++ rC++ instead of both at +++).

Preliminary Apts: Air: -1, Armour: 0, Axes: -4, Bows: -4, Charms: -2, Conj: -2, Xbows: -4, Dodge: -3, Earth: -1, Evo: 2, Exp: 130, Fighting: 1, Fire: -1, Hexes: -3, Ice: -1, Inv: 0, Long: -4, Maces: -4, Nec: -3, Poison: -3, Polearms: -4, Shields: -4, Short: -4, Slings: -4, Splcast: -2, Stab: -3, Staves: -4, Stealth: -2, Summ: -3, Throw: -4, Tloc: -2, Tmut: -2, Traps: 2, Unarmed: 2

Since a golem is unliving it should perhaps not be allowed to worship any god? Tho the cylons were machines and they worshipped a god… :D

Anywho it's not alot right now and I know there's alot of features that could be added, I'm trying to think of ways of how the player could interact with dungeon walls in some ways, or perhaps only a golem with high enough earth magic could do something with it. Well to sum up, I need feedback and new ideas. Tho if the race is detested by devs please let me know aswell so I don't have to put “more” thought into it :)

rkd 2011-06-11 17:46

I like the idea of a golem race, but I think that Curio's design is much more interesting and fleshed out than yours. — galehar 2011-06-11 23:20


I was browsing the SF patch tracker when I stumbled upon an old idea of mine.

The original proposal and implementation by Justin White was, “Adds a new race, notable for great close-combat ability, halved vision range, and a bad case of shoutitis. An attempt to help with the effort to further differentiate character races: the vision range change drastically changes how the player feels about ranged monsters (not as scary), exploration (much more food-consuming), and fast monsters (absolutely terrifying). … mutations grow in gradually so the player doesn't waltz through the early game so easily.”

I played a couple of Grues (in the original implementation), then brainstormed a bit and came up with the following spin-off version:

“I love the idea of playing as a Grue. However, the current implementation doesn't feel very Gruesome (I changed the adjective in my local copy :)) to me. Sorry!

The way I see it, Grues should be insanely good at Stabbing, or have you ever heard of a Grue victim that was able to fight back? In fact, both Stealth and Stabbing seem like a Grue's natural strengths. Unfortunately, the shout mutation goes completely counter to this idea, and IMHO doesn't even make a lot of sense. I'm also not a fan of the many physical mutations from the beginning (maybe cut the talons?), though I like that horns grow with the level. (Maybe that could be extended to fangs and/or claws as well.)

Btw, this is all brainstorming and not a finished concept, either.

In my opinion, Grues should be incapable of eating greenery, and they could even feed on stabbing victims alone (they'd have to have a slow metabolism for that, though). If you are killed by the ghost of a Grue, the death message could be “You have been eaten by the Grue” rather than the usual “You die…” :)

A Grue's fighting tactics are unfair and cowardly, and I'd love it if the player were naturally led to such a playing style. Other than having good aptitudes for Stealth and Stabbing, there could be a disadvantage to fighting foes aware of you, maybe in the form of a to-hit, to-dam or evasion penalty. Alternatively, Grues could be simply extremely fragile (sorta like slow, carnivorous and vision-impaired Spriggans). At the same time I'd really like shouting (which is usually a bad idea because of said disadvantages in combat) to be occasionally useful, maybe with a low-power fear effect.

Skillwise, Grues would be really good (as I already said) at Stealth and Stabbing, good in Unarmed Combat, above average in Fighting, Necromancy, Transmigrations, Translocations and Poison Magic, below average in Invocations, Spellcasting, Air Magic and Summoning, and bad in all forms of ranged combat (including Conjurations) as well as Dodging and Polearms.

I imagine them to be yet another small species, and I'd set the vision range to 5 rather than 4.” — jpeg 2011-09-03 10:59

Wow, I can't believe that saw the light of day again. I maintain that the original race as I implemented it was interesting but poorly named. I'd like to see a similar concept (vision reducing, shouty, strong) because it did play very well in practice. Perhaps change to Shadow, since that fits and the other major vision-reducer is associated with them? Vision range of 5 might be necessary but if square LOS is implemented then 4 is fine (right now being attacked by a snake from a diagonal is horrific, but from a side no problem). The reason for the good ranged and conjuration aptitudes in the original version was because they're hurt very badly by shortsightedness, so why not tempt the player to make an interesting tradeoff?
As for actual Grues… I definitely agree they would be an entertaining thing to have in the game. My own roguelike (in dev limbo, unfortunately) had them too: but it had light sources, so they worked very naturally. The basic concept of a Grue is something unbeatably deadly when you can't see it, that's so frail when you can see it that it might as well not exist (because it's hiding). The best analogue to light sources in Crawl is how many monsters can see you (in LOS and aware). So my idea would be that the Grue is slow, stealthy, durable, and horribly powerful in melee - when nothing can see it. When many things can see it, it becomes fast, less stealthy, extremely frail, and useless at combat. So you'd sneak up on a lone monster and try to rip it to shreds in one shot, then if it survived it'd wake up and see you, so you become much less powerful (perhaps still above human though, the disadvantage is quite big), then if it shouts and wakes up other monsters, you switch to cowering mode and have to run away until they lose interest or you can lure one from the pack. I don't think this version would need shouting or reduced LOS at all to work (though slightly reduced LOS would still be fun), it seems pretty solid by itself.
Come to think of it, you really don't need more than two sets of properties: the difference in abilities between “nobody can see you” and “one guy can see you” is equivalent to a large stabbing bonus.
So - one or less monsters see you: claws, fangs, possibly other aux attack mutations, huge stabbing bonus, covers ground slowly, carnivorous, and extra thick fur. Two or more monsters see you: covers ground quickly, “too timid to fight”, and none of the armor or attacks. Aptitudes exactly as you said. — squashmonster 2011-09-04 10:11


by The Mantis

loses health slowly - degen 1.

Attacks are vampiric according to this formula: (Player Level/3 * DAMAGE / Monster HD %).

deformed 3


AC and Stealth bonuses at level 10.

Can only get good mutations.


rF+++ Acid damage applies stat degeneration. rCorr (immune)

Garaithi can only wear very heavy armour.


Fighting Short Blades Long Blades Axes Maces & Flails Polearms
0 -1 -1 -3 -2 +2
Staves Unarmed Combat Throwing Slings Bows Crossbows
3! -1 -1 +2 -3 -3
Armour Dodging Stealth Stabbing Shields
5! 0 +1 -4 +2
Traps & Doors Invocation Evocation Spellcasting Conjurations Enchantments
3! +1 +2 +2 4! +1
Summoning Necromancy Translocation Transmutation Fire Magic Ice Magic
0 -4 4! 4! 4! -2
Air Magic Earth Magic Poison Magic Hexes Charms Experience
+1 -1 -2 +1 5! 180


What — mrmistermonkey 2011-07-17 21:13


by Saegor

treefolk (homme-arbre)

very slow move (1.6, slower than a naga)

vulnerability to fire (x..), maybe insulated or resistant to ice but great AC who increase with levels (+2 in the beginning / +4 after level 7 / +6 after level 14 / +8 after level 21) - cruddy EV - vegan/vegetarian (maybe no food clock ?) and mutation resistance greater-or-equal than halflings) 140 or 160 XP mod

+3 for unarmed, earth magic skills

+2 for invocation

+1 for stealth(?), throwing, transmut

0 for traps and doors and evocation

-1 for ice, air, summoning, spellcasting, fighting

-2 for necro, transloc, conjuration

-3 for fire

maybe some special power : regeneration in shallow water, invisibility when adjacent to a tree or so more…

  • I had an idea for a race such as this; I was thinking no armor whatsoever, and instead of fire vulnerability, fire should instead make them rot HP: they become less resilient as they are gradually burned away. Such an effect would be partially but not totally resistible with rF. -IonFrigate
Here's an interesting idea for food issues. The race cannot eat and has a normal (or possibly accelerated) food clock. To gain sustenance, they have an ability called “Root”. When used, they automatically remove boots (if they were allowed them) and attach themselves to the ground and absorb nutrition from the ground. In this state, they gain an AC bonus as their bark hardens, lose evasion and rapidly regain nutrition and maybe bonus hp regeneration. While rooted, they cannot move but can still fight, throw and cast spells. Rooting and unrooting takes time, say 5 or 10 rounds. This would make for an interesting tactical choice, picking good locations to root when hungry and it could be used both offensively and defensively. To prevent abuse, root would only fill them up to a limited nutrition cap. If they were forced to root fairly often, you could make them a bit faster (say the same speed as nagas), just so quite as slow to explore with. Translocating while rooted would cause massive root trauma and inflict a lot damage to them. — rosetintedglasses 2011-07-23 08:07


Siber's 2886123. Names that have been proposed:

  • Heavenborn
  • Angelborn
  • Angelspawn
  • Semicelestial
  • Nephilim

Liaisons between members of the heavenly host and mortals are much rarer the trysts of demons or the dalliances of the gods, but they are not unknown. The children of these unions begin life as normal humans, but as they live their lives their inherited glory strives to make itself known.

Heavenborn (new names are fine if anyone has better ideas) begin the game nearly human, likely with aptitudes tweaked towards things that would please the good gods and away from things like necromancy. As they level, and perhaps when they do things that would please good gods, they build up Glory. Glory can be spent with racial abilities, and if allowed to build up too much, Bad Things happen. Or at least unpredictable things.

Spending Glory (Manifestation) is unpredictable in itself, but can be somewhat controlled. Essentially, you choose a category of effect, and something is randomly selected from that category based XL and current Glory level. Three categories currently come to mind.

  • Aid Self: Enhancements like haste and might, temporary holy weapon branding, angelic flavored mutations.
  • Aid others: beneficial effects to allied creatures, good for a summoner or such. Use TSO's old summon permanence chance as a top tier ability?
  • Smite foes: Offensive magics. May be too generic.

Stockpiling Glory makes your abilities better, but to discourage stockpiling and make walking around with high glory interesting, there has to be some balancing factors. Some possibilities include:

  • Glory is non-decaying Glow, added to your normal glow level, that only gets reduced when Bad Glow Things happen, in which case the Glory is lost

and unusable. This may be too harsh, and makes Heavenborn casters rather disadvantaged.

  • As above, but your glow level is max of (glory,glow) instead of the total of the two. This still may be too harsh, but may work with proper

manifestation costs and glory→glow conversion factors. Mutations from too much Glory may be weighted slightly less towards bad, which may make it less harsh but would still be an expenditure of resources when you probably don't need it, making hording unproductive.

  • As above, but excessive glory simply has a chance of randomly activating a manifestation every turn, perhaps with a peppering of miscast effects for possible bite.

Finally, Heavenborn can only worship good or neutral gods unless they in some way prove their corruptness by engaging in necromancy, poisoning, general unholy acts, or what-have-you. Doing so incurs partial wrath from all good gods.

An interesting note by an unknown player: Demonspawn are chaotic beings, so they have a chaotic form. Celestial powers should be fixed.

Corpse Stitcher

2839635 by poop.

New species: corpse-stitcher. Alternate names: rotting hulk, abomination.

A corpse-stitcher is an undead, wiry monster of tendons and sinew that stitches itself a body from corpses. The greater the mass of stitched flesh, the larger it gets. At full health it's a large creature, at 3/4 health it's normal sized, at 2/3 health it's small, and at half or below it's spriggan-sized (ogre armour slots but can wear a shield in any form).

Healing/damage is special. A corpse-stitcher can only heal its true body naturally. To heal the stitched body it needs to stitch corpses (hp gained per MASS of corpse, with cap at ogre size). In essence, this means the larger form is shitty at avoiding damage and can't heal, but gets an HP boost for corpses that's better than a ghoul's.

It eats by killing things (including demons). Think Makhleb but for nutrition.

A possible ability would be to shed all stitched flesh to create an abomination. Since you're spending 1/2 your HP and therefore a ton of corpses to do so, and the abominations are really weak at low HP, I don't think it's overpowered. It might be an ability learned at level 7, meant for characters who prefer to stay at Spriggan size.


  • unarmed - 100
  • weapons - 120
  • dodging - 120
  • armour - 150
  • spellcasting skills: 140 (necro 100)
  • experience - 130

Resistances: rN+++, rTorment, rMut, rPois

Levelling: sub-ogre HP, sub-ogre STR bonus

Focus: it's a large race that gets undead resists, and the changing size makes for some interesting strategy. You can stay unstitched and be a spriggan, or become large and get a nice damage buffer. Spellcasting is meant to be somewhat difficult due to hunger.

dpeg: Using variable size is interesting but has to wait until we actually have a more consistent size system.

borsuk: This is like current problems with zombies and corpse related abiltiies (god sacrifice etc), only more serious and more game-breaking. If there's not enough corpses in Abyss, Zot, Hells, Tomb, Crypt, Slime Pits, Pandemonium to support corpse-reliant playstyles, what makes you think a race that requires corpses for basic functions could work?


Further information : Comment by eronarn in 2846554

If you want a MP = HP race, here's a much better plan for it:

Contrary to popular belief, not all liches are necromancers, or even spellcasters. Some are priests, while others are powerful warriors who have obtained an immortal form by storing their soul away somewhere others cannot reach it. All have had centuries of study to hone their skills, however.

A lich has both health and magic points. However, they're different from other races: they do NOT die at 0 HP, but instead at 0 MP. 0 HP simply represents the end of a lich's current physical form, and they can construct a new one with time and effort.

When a lich 'dies', it continues to exist as an invisible, intangible spirit — indeed, it is even less tied to the material world than a ghost and can walk through walls and enemies. It can also enter this form voluntarily, which causes its body to fall down as a corpse and begin rotting away. In both cases, their items likewise fall into a pile on the ground. While in spirit form a lich is immune to all physical attacks and most magical ones. It can't interact with items or cast most spells, but it can possess some types of opponents. Existing in this spirit form requires steady consumption of MP.

Even non-spellcaster liches must rely on MP for their sustaining essence. Like all other races, they can regain magical energy from the surrounding area, but this can't come close to supplying the concentrated energies their form of undeath requires - it will only bring them to a low baseline level. This is enough to sustain them, but not enough to let them 'thrive'. Their body will deteriorate rapidly unless they remain above this point.

Unfortunately, liches can't regain (or fortunately, lose) MP from most traditional sources. Their flesh can be reknit, but their spirits are hidden beyond the reach of the gods. Their draining touch will consume many magical items completely, granting MP in the process. Read scrolls are safe, since they're immediately used. Zapped wands may use up an extra charge. Wielded items will be drained rapidly, moreso when evoked, and will soon be destroyed. Read books are consumed, and the knowledge is stored in the mind of the lich instantly. Rings will be consumed.

Summary: Has a spirit form that it can enter willingly or at 0 HP. This offers new possibilities but drains MP. Natural MP regen can only bring them up to a baseline, which they must stay significantly above or face rotting. Have to spend MP at a ratio to heal, or they can make a new body from scratch for a set MP cost. Scrolls are OK, wands take a penalty, evokables are very difficult to use, no rings or potions.

This is far more workable than the OP - liches drinking potions, really? And why is Orc more filled with harnessable magical power than Hells, for a lich? But, even this may be too similar to mummies. The differentiation goal would be that A) mummies can scum indefinitely, liches cannot; B) liches have a spirit form C) mummies can use rings. I still think they would end up far better than mummies, even though significantly weaker than the lich in the OP.

In wiki format:

Meat Boy

Proposer XuaXua from this Tavern thread.

CONCEPT: is a Meat Boy. A skinless person and every touch against him is painful.

Proposal emulates meat boy abilities:

  • Stick to walls (probably at cost of health regeneration) (see Slough Cling below)
  • jump around (eh… skipping this; alternately give jumping spider ability, but it seems a bit overpowered and unbalanced).
  • ability to use characters from other games (see Race Swap below)
  • leave a trail of meat (see Meat Trail below)
  • save Bandage Girl (see Health from Death of Death below).

Aptitudes are likely unbalanced. Likely need to increase experience penalty and penalize more aptitudes. More concerned with his abilities. Also no existing species one seems to have a mutation vulnerability.

  • Health Regeneration 3: Meat Boys regenerate like Trolls, but there are penalties involved (See next entry).
  • Hurts to be Touched: Meat Boy is skinless, so anything touching him causes pain. Health regeneration is reduced by an amount when wearing armor (the more armor, the slower the regeneration), and possibly even amulets/rings, or even wielding weapons. Bows and Crossbows are penalized skill-wise due to poor ability to manipulate.
  • Slough Cling: Meat Boys are inherently sticky and can cling to walls, not unlike a spider. Unlike a Spider, a Meat Boy cannot cling in the same space for consecutive rounds. His next action must be a move (if at all possible) or he will fall down. Alternately, the cling can last a random 1-3 rounds. Alternately, can cost health regeneration penalty while clinging.
  • Meat Trail: Meat Boy perpetually sloughs his body to the ground, creating a trail (precursor to snail trail mechanics) on every space he has moved. Creatures moving through this trail are slowed per Leda's Liquefaction. Unfortunately, this trail can aid any monster tracking a Meat Boy (by a percentage increase), and having a meat trail visible to an oblivious monster decreases sneak ability. This trail will eventually rot away (disappear) after time and can be dissolved away by acidic monsters.
  • Health from Death of Death: By slaying an undead creature, Meat Boy recovers HP. The bonus is double for mummies (bandaged creatures).
  • Mutation Vulnerability: Meat Boys are more vulnerable to mutation by 1.
  • Race Swap: Every 4 levels, a Meat Boy earns one (cumulative) option to change his race to a different, not-undead, race. He can change back to a Meat Boy at any time, but cannot become another race unless he has earned another option. Statistics (Dex, Str, Int), Experience Qualifier (unless greater - possibly increase XP qualifier of Meat Boy to highest allowable), Mutations, Race Swap, and Mutation Vulnerability are maintained, but all other relevant items (Skill Aptitudes, inherent racial abilities, etc.) will swap. Changing from a Hill Orc back to a Meat Boy will immediately excommunicate you from Beogh.
Level Bonuses
  • Get a Strength or Dexterity (equal chance) increase every 3 levels starting at level 3.
  • Gain the base max HP plus 3 every level.
  • Gain 1 max MP every level.
  • Intrinsic magic resistance increases by 2.

Meat Boy is skinless, so anything touching him causes extra pain. Bows and Crossbows are penalized due to poor ability to manipulate. Aptitudes are likely unbalanced.

  • Fighting +1
  • Short Blades -1
  • Long Blades -1
  • Axes -1
  • Maces & Flails -1
  • Polearms -1
  • Staves -1
  • Unarmed Combat +1
  • Throwing -1
  • Slings -1
  • Bows -1
  • Crossbows -1
  • Armour -1
  • Dodging +2
  • Stealth -2
  • Stabbing -1
  • Shields -1
  • Traps & Doors +2
  • Spellcasting -1
  • Conjurations 0
  • Hexes 0
  • Charms 0
  • Translocations +2
  • Transmutation +2
  • Fire Magic 0
  • Ice Magic 0
  • Air Magic 0
  • Earth Magic 0
  • Poison Magic +1
  • Summonings 0
  • Necromancy 0
  • Invocations +1
  • Evocations 0

Experience 140


by spudwalt

Flavor Text

Large, carnivorous creatures with thick, shaggy pelts, yetis hail from the frozen wastelands found in the farthest reaches of the world. While not quite as big or strong as an ogre, they are still imposing brutes capable of wielding the oversized weapons common to large monsters. While their white fur helps camouflage them in the snowfields where they live, it is rather less suitable for hiding in other environments such as a dim, rocky dungeon.

Yetis, while not the brightest of creatures, still have some potential for magic. Living among glaciers and vast snowfields has made them particularly good with Ice Magic, and they're not entirely horrible with Air Magic, Hexes, Charms, and Conjurations. Their voracious appetite allows them to keep themselves well-fed enough to use magic most of the time, though doing so requires a steady supply of fresh meat.

Starting stats/equipment
+30% HP
average MP
9 Str, 5 Int, 4 Dex
Gain 1 Str every 3 levels
Any body armor becomes animal skins, any rations are always meat, no other armor, etc.
Innate mutations/traits
Fur 3 (+3 AC, rC+, 60% acid reduction)
Carnivore 3
Saprovore 1
Fast metabolism 2
Large (no helmets/boots/body armor, apart from robes/skins/dragon armor)


Fighting: +2           Armor: -2             Spellcasting: +0
Short Blades: -3       Dodging: -1           Conjurations: -2
Long Blades: -3        Stealth: -3           Hexes: -2
Axes: +1               Stabbing: +1          Charms: -2
Maces & Flails: +1     Shields: +0           Summonings: -3
Polearms: -1           Traps & Doors: -3     Necromancy: -3
Staves: -1                                   Translocations: -3
Unarmed: +0                                  Transmutation: -3
                       Fire Magic: -4
Throwing: +0           Ice Magic: +3         Invocations: +0
Slings: -3             Air Magic: -2         Evocations: -3
Bows: -3               Earth Magic: -3
Crossbows: -3          Poison Magic: -3      Experience: 130

I had thought about maybe calling this a Wendigo instead, but after looking up the mythology, I realised that they're really similar to Ghouls, so I scrapped that idea.

I noticed that one of the unused aptitude combinations was good Ice Magic and bad Stealth/Dodging. To me, that says “big thing what lives in snow”, which instantly translated into “Yeti”. I tried to differentiate Yetis from Ogres and Trolls as much as I could, but it's entirely possible that it's still too same-y to be viable. Admittedly, my rationale behind Yeti stats and aptitudes was basically “like Ogres except slightly worse at physical combat and slightly better at magic, especially Ice”.

If this does get turned into a race, you could easily introduce yeti monsters in places like Ice Caves. Heck, you could introduce those even without making yetis playable.



Concept Idea

The Werewolf or Lycanthrope, is a Man-Wolf Hybrid, brought on my the contraction of the Lycanthrophy curse. It is a Beast-like creature much in line with the thinking of the Felid Species in that it is equipment-less, relying on its natural talents to see itself through to the end of the day. My designed Werewolf was developed to run along the Felid as opposed to replacing them, and as such it was differentiated as much as possible from Felids and Other Species to do so.

How it differentiates itself from the other species comes from its inherent susceptibility to silver and resistance to Fire, Cold, Negative Energy, or Whatever else is added; a focus on catering it to being a fast moving species that prefers a more 'Hit & Commit' strategy as opposed to the 'Hit & Run' strategy of Felids, Centaurs, and Spriggans; and the ability for advanced item manipulation that Felids are incapabable of - though not to the point that they can wield weaponry.

It may also have special abilities as well that are unique to it:

  • I note that Canines have 'Heightened Reflexes' in hearing and smell, which I imagine would function much like the Antennae mutation does but without the Antennae if such thinking was thought of for an in-game Werewolf.
  • Past ideas included 'Defiant', which would act as a near to death and/or below -1 Hit Point ability that would basically act as a 'Last-Ditch Action' for attempting to survive whatever situation the Werewolf is in.
  • Adapted ideas from the other Werewolf threads might include 'Blood Frenzy', which I imagine would give the Werewolf the ability to get temporarily get stronger after killing an enemy or while in the process of rending the enemies bloody guts all over the place.
  • Another idea might be to instead allow the Werewolf to use an ability on an Enemy it just killed that would cause it to butcher and eat the corpse, causing several debuffs to the nearby enemies still around it, such as paralysis, fear, slow, confuse, or silence for example.
Species Description

Werewolves wander in a tormented filled rage that they are only too happy to unleash on anything that crosses their path. Afflicted with lycanthropy in one form or another, werewolves are cursed to exist in a twisted and deformed human-wolf form. Never to return to what they once were, never to escape what their transformation has turned them into. The change has caused them to lose some of the sentience found in their former self, but this loss is more then augmented by the animal qualities they have gained.

Strong and Dexterous, with sharp fangs and claws, and thick skin and fur; the werewolf is a crazed predator that slays anything and everything that crosses their path and devours the corpses of the fallen whole. For all the advantages found though in their bestial forms, it does interfere with their ability to properly grasp or hold weapons, and the shape of their paw like hands prevent them from putting on rings. Taking on canine eyes as well, their vision is somewhat blurred and makes it difficult for them to read texts of scrolls or books.

In addition to the qualities of both man and wolf, sinister forces of the lycanthropy curse bestow on werewolf an inherent ability to resist damage from spells, increase their speed, and give them some regeneration from injuries that may be inflicted on them. Of course the nature of the curse is chaotic and evil, rendering them vulnerable to the touch of silver and holy properties. In addition to this they are driven with a greater hunger then normal of what could be expected of a creature their size.

Innate Abilities
  • You are vulnerable to Silver Brand weapons
  • You suffer increased damage from Holy Based attacks
  • You have inherent resistances: rF+, rC+, rN++,
  • You can smell and hear the presence of nearby enemies (See Invisible)
  • You have razor sharp teeth (Sharp Teeth 3)
  • You have sharp claws jetting out of your paw-like hands (Claws 3)
  • You have tough skin (Tough Skin 2)
  • You are covered in thick fur (Fur 3)
  • Your current mutations are irrevocably fixed, and you can mutate no more (Mutation Resistance 3)
  • You cover ground quickly (Speed 1)
  • Your vision is extremely blurry (Blurry Vision 1)
  • Your digestive system is highly specialized to digest meat. (Carnivore 1)
  • Werewolves can tolerate rotten meat if hungry or worse (Saprovore 1)
  • You have a fast metabolism (Fast Metabolism 1)
  • Your natural rate of healing is unusually fast (Regeneration 1)
Lycanthropy Restrictions
  • You are capable of advanced item manipulation and can hold weapons
  • You cannot properly wield weapons in combat apart from throwing them
  • You cannot wear any type of equipment except shields, cloaks and amulets
  • You take twice as long to equip a shield
  • Being a Werewolf, you may not worship Elyvilon, The Shining One, or Zin
  • Spell Restrictions - Fire Brand, Freezing Aura, Lethal Infusion, Warp Weapon, Excruciating Wounds, Poison Weapon, Sure Blade, Beastly Appendage, Stoneskin, Passwall, Spider Form, Ice Form, Blade Hands, Statue Form, Dragon Form, Necromutation
  • Immunity to Alistair’s Intoxication confusion effect
Preferred Backgrounds

Werewolves prefer to be Fighters, Monks, Berserkers, Abyssal Knight, Death Knight, Enchanter, Conjurer, Fire Elementalist, Ice Elementalist, Air Elementalist

Due to their lycanthropy curse, werewolves are prohibited from becoming Priests or Healers. They are further prohibited from becoming Transmuters.

Level Bonuses
  • Werewolves gain 1 Strength or 1 Dexterity every 3 levels
  • Werewolves have 20% more HP then average
  • Werewolves have 30% less MP then average
  • Werewolves gain 4 Magic Resistance per level
Starting Skills, Statistics, and Equipment

Werewolves receive the skills and equipment listed for their background, with these exceptions:

  • Bread rations are replaced by meat rations.
  • All wield-able or wearable equipment except for Shields and Throwing Weapons are removed.
  • Any starting experience for a background with Armour is transferred to Dodge.
  • Any starting experience for a background with Melee Weapons is transferred to Unarmed Combat.
  • Any starting experience for a background with Ranged Weapons is transferred to Throwing.
  • Werewolves may not use Melee Weapons and must start with Unarmed Combat for Melee Geared Backgrounds.
  • Werewolves may not use Ranged Launchers and must start with Throwing for Ranged Weapon Geared Backgrounds.
  • Strength - 8
  • Dexterity - 8
  • Intelligence - 4
  • Werewolves are Medium sized
Skill Aptitudes
Fighting Armour Spellcasting
+2 N/A -3
Short Blades Dodging Conjurations
N/A +3 +2
Long Blades Stealth Hexes
N/A +2 +1
Axes Stabbing Charms
N/A +2 +1
Maces & Flails Shields Summoning
N/A -2 -3
Polearms !Traps & Doors Necromancy
N/A -4! -2
Staves Translocations
N/A -3
Unarmed Combat Transmutations
+4 -4
Fire Magic
Throwing Ice Magic Invocations
-4 0 0
Slings Air Magic Evocations
N/A +1 -4
Bows Earth Magic
N/A -2
Crossbows Venom Magic Experience
N/A -4 110%

!Traps & Doors for Trolls should be made a '-3' modifier, else Werewolves should have theirs bumped up to -5 to indicate that even the Trolls are better then them at finding Traps.

Post Commentary

A lot of the things can be changed up, strengthen, weakened, or removed as needed to balance the Werewolf if needed. What is presented here is merely an idea to show how the Werewolf could be made in an attempt to make a new species that could run alongside the Felid rather then replace it; providing a beast-like species for those who want to play a beast-like species that isn't what the Felid current is.

Several minor things could be done to either improve or change the above design template, such as giving them Damage Shaving like what Deep Dwarves have, changing around the mutations listed above so that perhaps they have Claws 2 or Speed 2, or even Forms are strongly desired then perhaps dropping down to Mutation Resistance 2 and take off the Transmutation Spell Restrictions and up the Transmutation Spell School modifier.

I note that other changes can be made as well in the thread I started in Game Design Discussion, that the Werewolf could be more neutrally aligned to allow for worship of the Good Gods (including Zin) and that it could be allowed to wear Rings. I consider these to be major overhauls for the design above though so unless there is real resistance to another evil species or if all species must wear Rings for some reason, I would reserve decisions until the minor changes that can be done are exhausted.


To me it sounds too mundane. While okay from flavor point of view, I'm looking for an interesting race to play in a game. The race sounds more like a combination of existing aptitudes, resistances, and mutations. I would start by thinking how to make the race produce new and unique challenges. When I think “werewolf”, one of first things I think about is involuntary transformation. A transformation you can't control. This approach is still thematic, but in my opinion more unique. From time to time, werewolf player would transform into the other form. Human would be fairly ordinary buth with some odd quirks perhaps, while wolf form would be strong and fast but unable to use most items and operate devices, for instance would have to bash doors into splinters instead of opening them. To prevent from being as annoying as current Xom, transformation could have a random chance of triggering upon each kill. This is so it doesn't disturb you when “nothing” is happening. Overall, werewolf race would have unique abilities and powers, but the theme would be that (unlike for example vampire) you can't fully control them. Sometimes they're a boon, at other times you have to be prepared for both possibilities. — b0rsuk 2012-10-31 21:08

Another Werewolf

Concept Idea

First and foremost, if anything in this proposal makes you think “Hmmm, this sounds a lot like Felids…” well, then you'd be correct in that assertion. This proposal is made with the intent of a species with similar gimmicks to replace Felids (though existing along side them could be possible too), albeit with the removal of the more controversial mechanics such as extra lives. I did a little bit of research into werewolves to get an idea for abilities before putting this together, so it is more than a “Hey, I think this would be cool! Here's some really random aptitudes and mutations that kind of go together!”

…no, that's not directed at the other werewolf proposal, by the way, but rather more at a lot of the species proposals in general I've seen on the Tavern and dev wiki.

Second, while there's lots of ways to become a werewolf, such as being bitten, sleeping in the moonlight during the summer on a certain Friday, drinking rainwater out of a wolf's footprint, or whatnot in lore, I'm going to go with the option of it being a curse. Werewolves are descending into the dungeon in search for the Orb of Zot in hopes they can use it to break the curse. Using the curse avoids the complications of trying to come up with “spread the disease” gimmicks and the fact 99% of the stuff you meet ends up dead at your hands. Also, it's easy to say, from a flavor perspective, that the curse locks them into wereform, which neatly avoids complications arising from having two separate forms. Two forms sounds cool, but could lead either to balance issues and stepping on Vampires and Transmutation's toes (voluntary shifting) or frustrating gameplay (involuntary shifting).

Species Description

First, werewolves are always in a quadruped form with similar restrictions as Felids (a lot of folklore says they look like large wolves sans tails).

They are a normal-sized species. (Again, larger than normal wolves)

Since they are not tiny, they can wield stuff and awkwardly bash or throw it (can enchant weapons for troves this way, which is the main reasoning behind this). If a dog can carry a baseball bat, surely a werewolf can carry a sword in its teeth. Also, with practice (aka raising Evo), they can even use wands. No weird gimmick with awkwardly evoking wands though, it'll just be reflected in their apts.

Additionally, it'd been suggested by comments in the Tavern topic that they still retain enough dexterity and intelligence, as well as their thumbs, to be able to stand on their hind legs long enough to grasp and zap a wand. But they can't stay on their hind legs indefinitely, which would make fighting with a sword or bow out of the question.

Have above average strength and dex (again, faster and stronger than humans), but average or below average intelligence (more for balance reasons than anything else). Note, not good strength (aka Ogres), good dex (aka Spriggan), or bad int (aka Ogre, again), just above/below average. For natural stat growth, either strength or dex gets raised. Int must be chosen by the player.

They can worship any god except Zin, who hates them because they are not in their natural form. They can worship other good gods, however. Why? The power of transforming into wild beasts is associated with not only witches, evil sorcerers, and those forming pacts with Satan, but also Christian saints, hence these Werewolves are not inherently good nor evil. Plus we already have four species barred from all the good gods as is and that's quite enough I believe.

Racial Mutations
  • Claws (1)
  • Fangs (1)
  • Fur (1)
  • Thick Skin (1)
  • Carnivore 2 (They're former humans and wolf and dogs will eat pretty much whatever is handed to them. However, werewolves in some myths are described as feeding on corpses.)
  • Fast Movement 1 (2) (Often described as being faster than humans)
  • rMut 1 (3)
  • Vulnerable to Silver (A traditional werewolf weakness)
  • See or Sense Invis (4)
  • Bloody Frenzy (5)

(1)These would all grow as the player levels up, with the flavor of the curse taking more a hold of the werewolf. The Fur and Thick Skin mutations can be combined into a higher AC Fur mutation since Werewolfs would lack the EV bonuses Felids have.

(2)Can be worked into their unique Blood Frenzy mutation instead, so under normal circumstances they'd only be regular movement.

(3)Being locked into their form via curse, it could be argued they'd be harder to mutate. But this might be unbalanced/step on Halfling's toes.

(4)Sense Invis would simply show the “invisible guy here” marker at all times. You'd know someone is invisible and where, but not what they were and they'd still have an EV bonus against you.

(5)The Blood Frenzy mutation us a new one that sort of acts like a passive Berserk, albeit not nearly as powerful and with different trigger conditions. One thing I noticed when playing a Felid recently was that in melee, they splatter lots of blood and many fleeing foes leave trails of it. Werewolves are also typically described as pretty feral. So, rather than give them Berserkitis or lock them out of spells or some silly thing like that, they get this. When near lots of blood, likely generated from their own melee attacks (or Disintegration and Orb of Destruction), the smell drives them crazy. As long as they stay near blood, the Werewolf will have boosted attack speed, strength, and accuracy at the cost of having a little more trouble at using spells and abilities (not too significant, just enough that a player may choose to train their Spellcasting/schools, Evo, or Invo higher to negate it if they find it a concern). Once they leave the blood, they get the Exhausted status cannot frenzy again until its gone. This probably shouldn't stack with Berserk and maybe Haste or Finesse. The boost to combat abilities should be significant enough to notice, but not enough to match Berserk and Finesse.

Skill Aptitudes

Here's the aptitudes. For non-listed ones, those are N/A since they can't be used. I'm not great at coming up with aptitudes, so if I have them kind of weird or they're not particularly balanced, feel free to suggest better ones.

  • Fighting +1
  • Unarmed Combat +2
  • Dodging +1
  • Stealth +2
  • Stabbing +1
  • Shields -2 (TSO and Condensation Shield)
  • Traps and Doors +1
  • Spellcasting -1
  • Conjurations -1
  • Hexes +3
  • Charms +1
  • Summonings 0
  • Necromancy 0
  • Translocations +2
  • Transmutation -2 or -4 (They're cursed, so I think changing their form should be hard. How hard, not sure)
  • Fire Magic 0
  • Ice Magic 0
  • Air Magic 0
  • Earth Magic 0
  • Poison Magic +3 (Lycanthropy is often thought of as a disease, and this is where I'm referencing that)
  • Invocations +1 (“Oh dear <insert god here>, please cure me of my affliction!” Seems reasonable that they'd seek a god's help.)
  • Evocations -2, -3, or -4 (But unlike Felids, they can use wands)
  • Experience 120 (No extra lives, so no reason for them to level up as slow as Felids)
  • HP +1 or +2 (Again, stronger than humans and tend to be resistant to harm)
Some Other Tavern Suggestions

Here's some ideas I didn't exactly agree with that people in the Tavern mentioned. But they could still be good ideas.

-Some level of Regeneration mutation.

-An ability to Howl (attract monsters, can cause fear)

-Damage shaving



Proposal by: — Pedjt 2012-12-13 00:16

This race draws upon a number of mythical and fantasy figures to form a race with a strong connection to the earth and its minerals, mainly gold. It is influenced mainly by leprechauns, but also by Tolkien dwarves, as well as norse dwarves/dvergar, with some influence from the DnD race. They are stout, somewhat short figures with the appearance of a hobbled old man. They are quick-witted and frequently hostile in tone and demeanor. Their avarice is exceeded only by their greed. They are known for being tricksters and tinkerers, expert craftsmen. They are not very adept at magic, however, only particular kinds. The hills and holes are their home, finding place deep in the womb of the earth. Their lust for filthy lucre is unmatched and they will jealously guard their gold with their lives. Working name.

They be a bit Queer
  • Greedies can choose to stash any gold they have. Any such gold is permanently lost (spent) and in exchange they receive a sum of experience points relative to their level and the gold spent. This is an (a)bility they can use that takes a number of turns to complete (delay). As they go up in level, the amount of gold needed to gain experience increases. This experience both contributes to level gain as well as skills. They love doing this and frequently become giddy at the prospect of stowing away a sack of precious gold.
  • Greedies are also known to consume gold, having been overcome with their love for it. They can (e)at gold as other creatures eat flesh, and do not actually consume biological matter. Their nutrition counter otherwise works the same. It is said that consuming larger amounts of gold at once fills them with enormous lifeforce (a la potion of agility, might, brilliance). They can also gain nutrition by supplementing their diet with the precious metals and gems found in jewelry, but this doesn't bolster them like only the most precious of metals can.
  • Greedies are so enthralled by gold they cannot stand to be away from it. Whenever they see a new pile of gold for the first time, they must succeed on a HD resistance check versus some difficulty level that increases on the size of the pile. Failure means they are mesmerized by the pile of gold until they pick it up or the effect is otherwise broken somehow. I don't know if this is a good mechanic or not but I thought it was amusing. Boo on apportation.
  • Wishes: Leprechauns are known to grant three wishes to anyone who catches them. Presumably, though, they grant themselves things if they don't get caught! Acquirement-type effect at xl 9,18,27 (three wishes!). Perhaps give the choice prompt or base it off of trained skils. Perhaps gold should not be allowed as a choice.
  • They begin with Acute Eyesight 2. Their time underground spent anxiously guarding their hordes have left them cunning to traps and stalkers.
  • They also begin with Thin Skeleton 1.
But they nay be Daft

Starting abilities: Similar to human. Perhaps lean away from strength somewhat. See above (mut). Gained abilities: id/5 Hit Points: Probably in line with human Magic Points: Probably a bit less than human Magic Resistance: fairly high, perhaps 4 or 5 per level or something like that

And they stick together through thick an' thin

Aptitudes are based on the sources listed in the intro and the presumption that they live in tight-knit underground communities hostile to outsiders.

  • Fighting: +1 (they'll scrap over their gold in a pinch)
  • Short Blades: -2
  • Long Blades: -2 (knives and swords are too expensive)
  • Axes: -3 (there nay be trees underground, you donkey!)
  • Maces: +1
  • Polearm: +1 (altogether!)
  • Staves: +2 (nothing beat a sturdy shillelagh)
  • Unarmed Combat: 0
  • Throwing: 0
  • Slings: +1
  • Bows: -2 (I told you before, I'M NO ELF)
  • Crossbows: +1 (works well in a tight place!)
  • Armour: 0
  • Dodging: +1 (you'll have to do better than that)
  • Stealth: +2 (tricksters, remember)
  • Stabbing: +2 (clubstabbing ftw)
  • Shields: 0
  • Traps: +3
  • Invocations: -2 (outsiders, like all the rest!)
  • Evocations: +2
  • Spellcasting: -1
  • Conjurations: -1
  • Hexes: +1
  • Charms: -1
  • Translocations: +2
  • Transmutation: +3 (those crafts don't make themselves, you know!)
  • Fire Magic: -1
  • Ice Magic: -2
  • Air Magic: -3 (not likely)
  • Earth Magic: +2
  • Poison Magic: +1
  • Summonings: -1
  • Necromancy: -1
Also, Saint Zin's a Queef

No Greedy would ever share their gold, certainly not with some muck-about outsider. It is biologically impossible for them to do so. Vow of… poverty?! PFAHAHAhahah…

The Simulacri

by Ramc

Or just Simulacri.

This race is a result of a necromancer's attempt to improve upon the fleeting life and service of a simuacra by creating a means for the creatures to sustain themselves beyond the duration of the spell's power. A clockwork heart is visible beneath the icy flesh of each of the Simulacri, the device allowing them to sustain their unnatural lives as long as its power is fed by flesh. After destroying their creator and stealing the knowledge to create more of their kind, the Simulacri set their eyes on the Orb of Zot and the fabulous power it promises.

Simulacri appear as humanoids made entirely of flowing ice with a clockwork device shifting and whirring within their breast.

Idea- An Ice-themed humanoid race to fill out a gap in races with elemental affinities. Ideally with a few neat gimmicks, but nothing so zany that it breaks the game or becomes a confusing hassle to play.

Form: Humanoid. Normal slots.

Size: Medium.

Movement: Normal, and normal movement over shallow and deep water. They float like ice beasts.

Food: Carnivore, Saprovore. They can only eat meat, as only flesh can fuel their magical existance (ie- Simulacrum). As a rule of thumb if you can't use it to make a simulacrum, they can't eat it.

Resistances: rC+++, rN+ and rF- and vuln to holy. They are made of ice, and necromantic in nature.

Necromantic- Their necromantic nature means they cannot worship a Good diety and take damage from/cannot use holy branded weaponry.

Meltwater- When injured by fire, a Simulacri is partially melted, creating puddles of shallow water and/or clouds of steam around them. The shallow water might give them a chance to escape or put them in a better tactical position. The clouds of steam might break LOS to prevent being two-shotted by a fire-breathing beast. The amount of water and clouds released may be related to damage dealt. The melt will not turn shallow water into deep water.

Freezing skin- Innate freeze brand on hand to hand strikes. Minor cold damage dealt to unarmed attackers when hitting them as well (slowing them if they are cold blooded?). The efficacy of these powers would likely scale with level, and possibly not kick in at all until a later xlvl.

Freezing brand- An ability gained probably in the early-mid game xlvl wise, where they can spend hp/food to affix the melee weapon in hand with a freezing brand. Likely should not work on weapons that are already branded. Maybe doing it to a flame weapon will temporarily cancel the flame brand, but it seems kind of fiddly and pointless unless it also does something jazzy like make LOS-breaking steam clouds.

Refrigeration- Because of their frigid nature, meat chunks on the person of one of the Simulacri decay at a slower rate.

Simulacrum- Because of their nature, the spell Simulacrum is single-school Necromancy to them (they already supply quite enough ice naturally)


               Air: -1, Armour: 2, Axes: -1, Bows: -1, Charms: -1, Conj: 0, Xbows: -1, Dodge: -2, Earth: 1, Evo: 2, 
               Exp: ??, Fighting: 1, Fire: -4, Hexes: 2, Ice: 3, Inv: -1, Long: -1, Maces: 2, Nec: 1, Poison: 0, 
               Polearms: -2, Shields: 1, Short: -1, Slings: 1, Splcast: -1, Stab: -1, Staves: 2, Stealth: -3, Summ: -1, 
               Throw: -2, Tloc: 0, Tmut: -4, Traps: 0, Unarmed: 2-3

The Simulacri are obviously good at Ice magic, also due to their golemlike nature and the way they were created they have a modest talent with necromancy, hexes and earth magic. When it comes to most other magic they are not so great. They are obviously bad with fire. Their construct-esque nature makes them poor transmuters as well.

They were made by man, not a god, and as a result are poor at calling upon divine favor. They're unnatural life is sustained by a magical device. As a result it is in their best interests to be handy with such items.

They favor crushing weapons and unarmed combat while being poor as a rule with slashing and piercing weaponry. Their heavy forms make them poor at dodging and sneaking, so they favor armor and shields.


by Daggtex

NAME “AUTOMATON” SUBJECT TO CHANGE (as is pretty much everything else)


They are the remnant gaurdians of a lost, ancient civilization. (not magically animated, rather gears and such)

Special Traits
  • poison resistance (can't poison non-flesh!)
  • no food necessary
  • innate armor bonus (not only made of a hard material, but also perhaps can install found armor to self for bonus instead of just wearing it)
  • no mutation, instead rusting (lowers DEX but higher levels can give electrocution to wielded weapons)
  • better passive mapping/trap detection/enemy detection
  • unbreathing
  • water damages HP and increases rusting chance
  • low DEX to begin with
  • generally bad with magic and gods
  • slow
  • acid weakness (unless installed dwarven armor)
  • disable all self-altering transmuation spells besides maybe blade hands and statue form (and maybe even stone skin)
Elastic Traits

These are traits which relate to the flavor of automatons and can be used to help balance besides simply refining skill numbers. Some of these traits should be added regardless to beef up Automaton's uniqueness.

if too weak:

  • magic resistance
  • innate mind clarity
  • ability to identify some random items upon finding them
  • increase INT (maybe high enough to make magic more of a possibility)
  • increase STR (mechanics over muscles)

if too strong:

  • no rings (can't fit on claw hands)
  • no boots (now Automatons have wheels)
  • less god acceptance
  • potions don't work
  • nerf health regeneration (see Other for possibilities)
  • remove installing (rather than wearing) armor bonus
Skill Aptitudes

for a rough idea, tentative numbers

Fighting Armour Spellcasting
+0 +2 -2
Short Blades Dodging Conjurations
+0 -3 -1
Long Blades Stealth Hexes
+0 -4 -1
Axes Stabbing Charms
+0 -2 -2
Maces & Flails Shields Summoning
+0 +2 -1
Polearms Traps & Doors Necromancy
+0 +3 -1
Staves Translocations
+0 -1
Unarmed Combat Transmutations
+0 -2
Fire Magic
Throwing Ice Magic Invocations
+2 -3 -2
Slings Air Magic Evocations
+1 -1 +2
Bows Earth Magic
+1 -1
Crossbows Venom Magic Experience
+1 -3 +0

a basic possibility of special circumstances for god acceptance/rejectance and why

those that accept:

  • Ashenzari - senses the bound intelligence of the Automaton
  • Cheibriados - understands the timelessness of its being
  • Nemelex - amused by its being (think automatic dealer)
  • Zin - the order and lawfulness of the ancient gaurdian is appealing

those that deny:

  • Beogh - not an orc (obviously)
  • Elyvilon - sees Automatons as weapons
  • Jiyva - can't mutate them

special tossups:

  • Fedhas - on one hand not in life cycle, on other hand I'm thinking the robots from Castle in the Sky being nature gaurdians
  • Xom - on one hand he seems to not care who follows him, on the other Automatons may be an embodiment of order
  • Trog - one hand Automatons can't feel rage, but he also might not care/ enjoy his non-magicallness
Other Notes
  • I believe there was a god who disliked nonliving/nondead things, but I can't remember who
  • It could add atmosphere to the dungeon to occasionally find a completely rusted over automaton who can't move (basically dead) and who maybe you can scavenge for armor/rocks
  • If its health regeneration is an issue (as it doesn't fit totally with the theme but may be necessary for being able to heal without good magic or gods, as well as differentiating from deep dwarves), perhaps a system could be made whereby all potions have their normal effects replaced with a small regeneration effect for it. That could represent lubricating parts. As another similar idea which can be an alternative or simultaneous ability, it could 'consume' metal things like swords for a basic heal, representing patching up/replacing parts.
How married are you to the name? Critical thinking and making hard choices is pretty central to Crawl's philosophy. “Automaton” implies an absolute mindlessness… Also, any thoughts on disabling the majority of the Transmutations school? I can't imagine any of the self-augmentation spells (except for maybe Blade Hands) applying here. — MoogleDan 2013-08-26 16:08
I'm not really married to the name. I chose it mainly because I was reading a god's description (can't remember which, and that is bugging me) and I thought it said they valued killing automatons, being not part of the life cycle. So I thought automaton fit in well with the current mythology (although not really being present in the game), and I was also worried saying things like robot or mechanical man might seem too much sci-fi. But things like gear golem, rusting gaurdian, ancient construct etc. would be just as fine. And disabling transmutations fits in great, as I can't really see them transforming either. I'll edit it in. — Daggtex 2013-08-26


by choogler.

  • When hit or when hitting an enemy you have a chance to release spores.
  • If a spore lands on a dead/rotting body there is a chance for that body to be infected with the fungus over time and resurrect as a mushroom ally. There is also a chance for the body to grow into a friendly ballistomycete.
  • Focus on UC
  • Unable to equip armor besides hats. A large HP pool makes up for this.
  • Higher than average HP. Lower than average MP.
  • Unable to eat food, but able to stand over dead bodies and absorb them to gain sustenance.
  • Start out with a size of little. As you gain levels you grow in size up to large. The larger you are the more likely you are to emit spores.
  • HP increases as you gain sizes, but movement slows.
  • Resistances the same as wandering mushrooms. rPois+, rN+++, rTorm, rDrown.
  • Good skill aptitudes in UC, Fighting, Experience.
  • Mediocre skill aptitudes in Earth Magic, Stealth.
  • Poor skill aptitudes in Weapons, Dodging, Magic other than Earth.

Two-headed Ogre

by Mosethyoth.

  • Already on the won't do list. Try again. – sgrunt 2014-03-05
  • Missed that page. Thanks for notifying. – Mosethyoth 2014-03-10

Basically an ogre but with two heads. Of whom you only control one and to be precise the right one.

The other head will accept orders dependent on your satiation level and HP (and perhaps satisfaction). His activities will be referenced like “Your left side equips a +0 large shield.” or “Your left side refuses to equip a +0 large shield.”.

The other head might decide to give orders, advice or requests to you if there are no enemies aware of your presence in line of sight.

  • You hear your left head shout. “You! Equip big shield (f)!”
  • Your second head mumbles. “We should take this glowing club! Bashing skulls fun!”
  • Your left head complains. “Le'me swing this flaming club (g)! Why only you kill things?!”
  • Your left head has an idea. “Hey Righty! You see door to hell?! We very fire resistant! Let's look!”
Stats & Status Effects

Strength and dexterity are both subject of a whole body so the the Two-headed ogre will only have one of each. But each head possesses his own mind and therefore his own intelligence. Intelligence growth through basic means like the choice on every third level, a potion of brilliance or an equipment piece (besides amulets and headgears) will affect both heads, but alterations like status draining will only affect one of both at once.

Similarily status effects and mutations act differently depending on if they target the body or the head.

Breath, confusion, sleep and mesmerized will only affect one of the heads if you're not hit by the effect an additional time. Poison, sickness, paralyze and petrification will still hit you as a whole.

You can have only one scales, hands, feet, resistance, metabolism, digestion and regeneration mutation, but horns, antennae, fangs, beak, breathe flames, spit poison, clarity, acute vision and blurry vision can be acquired for both heads once.

Jiva will ignore a head that does not worship her effectively granting only mutations that target the whole body or the follower's head and only stat shuffling strength and dexterity unless both heads worship her.


The two-headed ogre is like two monsters in a single spot whose share their inventory, lower body and digestive system. While the right arm belongs to you, the second arm is controlled by the monster you share your body with. All items in your inventory can be accessed by both and things you drink and eat will affect the whole Two-headed ogre.

During your actions the second head can make an action as well.

  • If he is equiped with a weapon and an enemy is in range, he might attack.
  • If there it is reasonable he will cast spells.
  • If there are evokable items in your inventory he might decide to use them.
  • If he's worshipping a deity and knows invocations he might invoke them.
  • If there are scrolls or books in your inventory he might read them depending on the situation and his skills.
  • If there are potions in your inventory he might drink them depending on the situation.
  • If there is food in your inventory and you're hungry he might decide to eat them (preferably chunks, then general comestible goods (bread, royal jelly, honeycombs), then meat and then fruits, also preferably with high nutrition).
  • If there are no enemies in line of sight, he will equip items that fit his skills. If there are not identified items in your inventory he might occasionally wield them to check them.

He will refrain from these actions (beside evocations) if…

  • you're two-handing a weapon and not resting.
  • your side is equipped with a dagger and the only enemies in his range are unaware of your presence.
  • he's equipped with a shield.
  • you're moving.

If your side is equipped with a shield or your second head enforces movement, you won't be able to attack, evoke items, cast spells, read scrolls or books, drink potions or eat food.

A Two-headed ogre can equip two headpieces and amulets. Therefore status effects and stats that are shared between the two will benefit from both. Others, like Int+2 will only be granted to the head that wears the headpiece or amulet.

Satisfaction and Effects

Depending on your nutritional status (or perhaps satisfaction) your second head will be more or less often cooperate with you.

Nutritional Status | Engorged | Very Full | Full | Satiated | Hungry | Very Hungry | Nearly Starved Movement | Free | Free | Free | If Health > 50% retreat will be refused | Movement away from food or enemies that might drop digestable chunks will be refused | Movement away from food or enemies that might drop digestable chunks will be refused | If there are food items or enemies that might drop digestable chunks in line of sight, movement towards them will be enforced Attacks | Attacks enemies in range | Attacks enemies in range | Attacks enemies in range | Attacks enemies in range | Attacks enemies and neutral beings in range | Attacks everyone in range | Attacks everyone in range Equipment | Will equip what he is told to, will ask before he equips items | Will equip what he is told to, will ask before he equips items | Will equip what fits his skills, will ask before he equips items | Will equip what fits his skills, will ask before he equips items | Will equip what fits his skills, will not equip shields | Will equip weapons by highest damage value, will not listen to orders | Will equip weapons by highest damage value, will not listen to orders Movement speed | Fast | Normal | Normal | Normal | Normal | Slow 1 | Slow 2 Dexterity bonus | +1 | - | - | - | - | -1 | -2 Evasion bonus | +1 | - | - | - | - | -1 | -2

= (optional) Satisfaction =

If the species proves to be a valuable addition, satisfaction could be implemented for the secon head, which will be subject to various factors. Comparable to the piety system of Xom.

  • Your nutritional value (obviously, hungry makes unhappy)
  • Your HP ratio (also obviously, nobody likes to be hurt)
  • How often your second head kills enemies in regard to how often yours does (made slightly easier by having enemies killed by foot auxiliary attacks count for both).
  • How often you listen to orders, advices and requests of the left head in regard to how often you give orders to him.
Abilities & Skills

Besides Armour, Dodging and Stealth, each head of the ogre will possess his own Skill Levels and train them independently. The left head's skill training can't be set to manual and will depend on what he has been doing reduced.

Both heads will receive the full amount of experience for all your actions, even from drinking a potion of experience. The left head will always be in auto mode for training skills and experience invested into a shared skill will be suctracted from the experience he can invest in his other skills.

While both heads share their HP, nutrition level and background, both heads possess their own MP and piety. The second head can learn his own spells and worship a different diety than your head. Your head will not benefit or be impeded by skills the other head learns and vice versa. Both heads are though restricted from converting to a diety that is despiced by the diety the other head worships.

This species has similar innate abilities, level bonuses and skill aptitudes as an ogre with some minor differences.

  • Innate Ability: Deformed (Two heads, obviously)
  • Innate Ability: Fast Metabolism 2 (Two heads think twice as much and therefore burn through nutrients faster)
  • Level Bonus: 40% more HP than average (Two more heads means slightly more blood and flesh in your body)

Starting skills and equipment are also very similar to a two headed ogre

  • If the chosen background grants skill points in multiple skills besides the shared skills the player can decide if his head, the other head or both heads receive skill points.
  • If the chosen background receives a headpiece (or amulet, if there ever will be such a background), instead both heads will receive a cap (or the specified amulet).

Two-headed ogres wand to stay satiated as much as possible. You don't want to be forced to slowly approach a dragon who roasts you in his breath because your second head doesn't realize it will kill you before you get your hands on its meat. It's also a good idea to always carry some chunks of meat so your second head will consume them as soon as you get hungry and doesn't touch your rations.

An unarmed two-headed ogre monk can be a great fighter if he manages to get the right mutations. Two claw attacks and two additional auxiliary attacks for horns and beak or fangs will dish out a great deal of damage.

For raw damage dealers two one handed weapons will be great for wrecking enemies. Although you will become a glass cannon since you can't wear a shield in such a setup and ogres are generally restricted from wearing heavy armor.

A two-headed ogre mage might be also a nice build since the two heads are capable to cast fire and ice spells in rapid succession.

Most preferable deities are Kikubaaqudgha so you can always get to meat chunks and survive a kill or Jiyva who will grant you satiation with her slimes and grants you mutations and stat shuffles.

Additional ideas

Followers of evil gods will survive their first death, becoming a one-headed ogre and receive a flying skull (XL equal or higher than 7) or curse skull (XL equal or higher than 13) servant. Stats and skills will be those of the head you controlled and headgear and amulet worn by the other head will drop to the floor.


by YokkasoMB


Currently in crawl it is much harder for a player to learn how to use magic as a primary playstyle than for melee or ranged. The purpose of this species is to provide new players with a simple and somewhat more forgiving species to learn how to be a caster than is currently available.

Species info

Yokkaso are primarily casters with decent aptitudes in magic, and can sometimes have their spell costs refunded on high health (66% chance to refund spell cost at full health scaling linearly to 0% chance to refund spell cost at 50% health). They are also durable as they start with positive fighting and armour aptitudes, 1 rank of Sturdy Frame and get a second rank at level 8. These advantages are offset by having dismal aptitudes in almost all weapons and with both evocations and invocations.

Manual Description

Yokkaso are a species of tree spirits who live on the trunks of trees. Their close ties with nature give them a natural affinity for most spells. Their long and secluded lives have led to an innate understanding of themselves and their own place in the world, but little capacity for using tools or calling upon gods. A Yokkaso's body is suffused with ambient magic drawn in from it's surroundings and when healthy has a chance to use this ambient magic in spellcasting. Because Yokkaso are tree spirits, their bodies are surprisingly capable of wearing heavier armour without interfering with their spells. They loathe bladed weapons of every kind, however they are somewhat adept with staves.

Species Select Description

Yokkaso can wear heavier armor and sometimes cast spells for free when healthy.

Starting stats/equipment
Normal HP
average MP
10 str, 7 int, 5 dex
STR/INT every 4 levels 50/50 chance
You cast some spells for free while relatively healthy, increasing proportionally with your health. (Linearly scaling from 66% chance at 100% health, down to 0% chance at 505 health)

Sturdy Frame 1 - improves a rank at XL8 for Sturdy Frame 2

Innate mutations/traits
Innate magic


Fighting: +1           Armor: +1             Spellcasting: +1
Short Blades: -3       Dodging: -2           Conjurations: +2
Long Blades: -3        Stealth: -2           Hexes: -1
Axes: -4                                     Charms: +1
Maces & Flails: -1     Shields: 0           Summonings: -1
Polearms: -3                                 Necromancy: +1
Staves: 0                                   Translocations: 0
Unarmed: -2                                  Transmutation: -1
                       Fire Magic: -1
Throwing: -2           Ice Magic: +1         Invocations: -3
Slings: -3             Air Magic: +1         Evocations: -3
Bows: -3               Earth Magic: +1
Crossbows: -3          Poison Magic: 0      Experience: below average
In-depth reasons for design choices
Sometimes cast free spells at high current health (This is a 66% trigger chance at 100% health, 33% trigger chance at 75% health, 0% trigger chance at 50% health and below, scales linearly).

This is the biggest characteristic of Yokkaso that will impact a players choices, and yes it is strong. (Too strong? Can be changed to refund half mana per spell, or only 1 mana per spell, or to happen less often.)

The aim of this ability is to encourage good play and good practices from players new to magic. To get the benefit of this players are more likely to invest more heavily in health and defences. This is because to get the most benefit players will need (a) higher HP so incoming hits have less impact on the “free spells”, and (b) more defences than they would otherwise get on what they may perceive to be a glass cannon character.

There is also the hope that they will be more inclined to proactively mitigate how much damage they can take by considering their position relative to their enemies, to allow them access to the “free spells” for longer.

I don't want this to encourage bad play, so I don't think it should be active proportional to their health all the way down to 1%. In a situation like that you will likely have players on 2% health casting an emergency spell hoping for a tiny chance for it to not cost anything.

I think allowing it to happen less frequently down to 50% does two things (1) teaches players that when they reach certain health breakpoints they need to change their thinking about the situation they are in and maybe re-evaluate what is going on, and (2) encourages them to stay on higher current health percentages as often as possible even if they don't think they might die in the next turn or two.

An example of what I want this species to be able to do with this ability is for a new player to enter combat, throw out a few spells, get into trouble and reach 50% health and say to themselves “Okay I now have X amount of mana left to deal with the situation that's killing me, can I do it without dying or do I have to retreat and/or change what I'm doing?”

Note that this is NOT infinite mana, even at 100% health the character can and does run out of mana, and it does not bypass spell hunger, (and given their low int, spell hunger will be a thing for a while for their newest spells) so players will also learn that they should use the appropriate spells against popcorn vs dangerous enemies to save food. I anticipate the rate of free casts, or amount of mana returned will need to be fine tuned.

Sturdy Frame

Most casters typically wear the heaviest armour they can find that will still allow them to cast their spells at an acceptable level. For most casters this means they end the game in Fire or Ice Dragon Armour. Giving Yokkaso the mutation Sturdy Frame level 2 (reached at XL8) effectively allows Yokkaso spellcasters to reach a tier higher in end game armour, see below. Their +1 aptitude and having one rank from the start of the game makes players much more likely to start wearing real armour earlier, and to train the Armour skill earlier and for longer to make good use of this capacity the race has. This will help new players realise that a caster is not meant to forgo any kind of defences and that they can and should invest in keeping their character protected from physical damage beyond “kill it before it reaches me”. Allowing a new player on a Yokkaso to survive in melee for than a few turns gives them an opportunity to learn what to do (and what not to do) when enemies do reach them as a caster.

Non-Yokkaso: 7 Encumbrance - 7AC - Swamp Dragon Scales, 11 Encumbrance - 8/9AC - Fire/Ice Dragon Scales, 15 Encumbrance - 10AC - Storm/Shadow Dragon Scales Yokkaso: 7 Encumbrance - 8/9AC - Fire/Ice Dragon Scales, 11 Encumbrance - 10AC - Storm/Shadow Dragon Scales, 14 Encumbrance - 10AC - Plate Armour

Doesn't this mean the species can do everything?!

I certainly hope not! Given how powerful the spell ability is for casters, I wanted to ensure this class does not become the species of choice for doing anything hybrid. I also do not want this species to become the “strongeset” spell caster. That should remain with the Deep Elf. To help differentiate the Yokkaso from the Deep Elf I made the Yokkaso have some negative aptitudes in magic (ones that I believe are hard to use correctly for newbies like transmutations and hexes) and gave them distinctly average intelligence and no bonus MP per level. As a result they have much higher food costs than their Deep Elf counterparts, and while they might have a functionally similar “mana pool” at full health from range, as soon as any damage is taken their mana pool becomes a much more limited resource than a Deel Elf's.

I want Yokkaso to level a bit slowly to help keep them balanced for their area, but gave them 5 MR per level to try and normalise their MR, as newbies are a bit less likely to value MR appropriately and I don't want the species to have an unusually low amount of MR to overcome. This is just to keep them from being unusually vulnerable to MR check disables and not to make them able to ignore getting MR+.

I toyed with the idea of completely prohibiting the species from using many weapon types at all. I would consider this a valid option if the class becomes too strong of a hybrid in extended play.

Why I think Crawl needs a simple and durable magic caster:

Currently in DCSS the learning curve for becoming a pure caster is very steep, this is a shame because magic is incredibly well done in Crawl, and adds a LOT to the game. Many playstyles benefit in some way from having a few low level spells (apportation, portal projectile, passage of golubria etc) and players can and do pick up how to use spells effectively from using these sporadically. However in the transition to being a character that primarily blasts their enemies with spells, there is a lot more to consider than keeping buffs up and training the 2 schools required to get it castable, and the skills a person learns from melee combat are of limited usefulness.

Disadvantages of using spells ⦁ Very finite resource in magic points, especially early on. ⦁ Effectively prohibits wearing armor with any significant armor value for a large portion of the game. ⦁ Training spells requires a much larger (or at least, a more active) investment than melee (multiple schools to get different spells active, still need fighting and defences too) ⦁ In the midgame missing high cost spells required to kill enemies can mean having to retreat and regen mana to full and try again. ⦁ Spell use mechanically is more complex than melee or ranged Advantages of using spells ⦁ Higher damage from range than otherwise possible ⦁ Area damage on many spells ⦁ Utility and control not available to melee and ranged ⦁ Spells are fun ⦁ Greatly adds to replayability and customisation potential

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dcss/brainstorm/species/propose/proposed_species.txt · Last modified: 2018-09-18 00:14 by YokkasoMB
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