0.35 Trunk Update and Tournament Announcement

Hello Dungeon Mystics! The 0.35 release and tournament is coming soon! We are pleased to announce a date of Friday, Dec 4th, 2026, at 20:00 UTC for the sixteen day 0.35 tournament. The feature freeze will be Friday, Nov 20th. After that point, we’ll stop adding new content and will be making only balance tweaks and bug fixes until release day, which will happen a day or two before the tournament. A subsequent post will announce the official 0.35 tournament website, but please feel free to start organizing those tournament clans!

We have lots of new content for you in 0.35. There’s a new species, two new backgrounds, and lots of changes to gods and unrands, among many other things. In particular, a wild rework of Xom dropped this week, so please give it a try! Most online servers have it available in trunk, and you can find updated offline trunk builds on the archive page.

We’ll do another Trunk Update around the feature freeze covering any further 0.35 changes. Until then, read on below for the full and up-to-date details from the 0.35 changelog. Until next time, Happy Crawling!

Highlights

  • A new species: Gale Centaurs, customisable descendants of the Four Winds.
  • Two new shapeshifting backgrounds: Mystics and Stalkers.
  • A new portal: Gulch.
  • Many gods have received balance adjustments.
  • Many new unrands can be found throughout the Dungeon.

Artefacts

  • New weapon unrands:
    • “Carina at Dusk”, a +9 giant spiked club of concussion that launches
      shooting stars when it knocks enemies away.
    • the coolibah bardiche, a +6 bardiche of entangling that floods constricted
      foes and immerses them in toxic bogs.
    • “Fimbulwinter”, a +9 athame of freezing which inflicts Doom on monsters
      injured by the wielder’s cold damage.
    • Hana’s Scimitar, a +10 scimitar of valour that grants a universal spell
      enhancer at 80% or more MP.
    • The Staff of Five Virtues, a +5 lajatang of rebuke that provides additional
      SH when meeting various skill and stat requirements.
    • The Stagehand’s Sword, a +7 devious short sword that can grant temporary
      invisibility on attacks depending on how devious its wielder is.
  • New armour unrands:
    • the arcane splint mail, a +8 chain mail with the Archery ego that
      applies halo debuffs to enemies hit by ranged weapons or throwing missiles.
    • the bone scales, a +6 set of pearl dragon scales with increased encumbrance
      and a Bane in exchange for a Death ego, +3 Slay, +6 SH, and rPois.
    • the fire dragon occultist’s scales and ice dragon arcanist scales, +5 and
      +6 sets of fire / ice dragon scales that help with casting Fire / Ice Magic
      and apply the Exposed debuff to enemies you injure with fire / cold damage.
    • the Forgewarden’s cuirass, a +12 plate armour with the Resonance ego and a
      Forgecraft enhancer that drains piety when first equipped and lowers further
      piety gains.
    • the ghost crab claws, a pair of +2 gloves that prevent using weapons or
      offhand equipment in exchange for a Necromancy enhancer, stat boosts, and a
      chance to produce spectral mist clouds when striking foes or casting spells.
    • the swamp witch’s dragon scales, a +5 set of swamp dragon scales that
      inflicts poison upon enemies the wearer afflicts with debuffs.
  • The Amulet of the Four Winds has been renamed the Amulet of Tranquillity.
  • The Glaive of Prune is now the Partisan of Prune, and is otherwise unchanged
    aside from the new base weapon type.
  • The Warlock’s Mirror can now also reflect explosive projectiles (like
    fireballs).
  • The Wrath of Trog now has the sundering brand in addition to its antimagic
    brand, can sunder faster while its wielder is berserk, and preserves some of
    the wielder’s sundering charge when not attacking while berserk.
  • Zephyr has been reworked completely: it is now a +12 longbow of {Dex+5 Fly}
    with the new Salvo property, which makes firing it also fire additional
    shots at up to four other unobstructed foes in range.

Branches, Environment

  • A new timed portal: the Gulch, appearing in the Vaults.
    • Entering the Gulch inflicts three transient bad mutations.
    • It contains seven new enemies, many of them chaotic mutant beasts and
      abandoned experiments, focusing on debuffs, poison, and antimagic.
    • Its layout features heavily randomised tunnels and intersections with mould
      patches, stacks of scrap, and only occasional strips of water.
    • Item rewards weight poison, Alchemy, Hexes, Forgecraft, and potions more
      heavily.
    • Gulches always contain a purified mutation catalyst, a new level feature
      which can be interacted with to gain a single random good mutation
      (which doesn’t restrict equipment slots).
  • New terrain type: patches of mould, which automatically sprout fungus on top
    of themselves and slowly regrow it whenever it dies.
  • Mutagenic fog clouds now apply magic contamination to monsters, which will
    explode violently after standing in them for several turns.
  • The Abyss has received multiple changes:
    • The guaranteed entrance has been moved from Depths to D:13-15, where it
      appears as part of a serial vault, with many new entry vaults added.
    • The Abyssal rune now requires a minimum amount of exploration within the
      Abyss before it can spawn. Scrolls of teleportation always move the player
      further away from the rune.
    • Abyss:1 is mildly easier than before, while Abyss:5-7 are somewhat harder.
  • Troves now contain better weapons, a small additional chances for manuals,
    and more reliably offer bardings to the species which can wear them.
  • Ziggurats now provide fewer potions of experience and more potions of mutation
    after fully completing each Ziggurat.
  • Ziggurats now reward approximately three times as much exploration piety.

Character

  • New species: Gale Centaurs, half-human half-horse descendants of the Four
    Winds, who are empowered by rampaging towards foes and can trample whole
    groups of them backwards.
    • They have +10% base hp, large size, Hooves 3 and Deformed Body innate
      mutations, as well as innate Rampaging
    • At XL 1, rampaging towards monsters grants the Stampede status, allowing you
      to trample groups of enemies backwards, as long as you keep moving.
    • At XL 5, you begin embodying one of the Four Winds based on your highest skill, granting additional benefits when rampaging:
      • North Wind: You rapidly regenerate 70% of all damage taken while
        rampaging. (Granted by Unarmed Combat and all melee weapon skills besides
        Short Blades.)
      • South Wind: You have +50% stealth while rampaging and successful stabs
        grant you the Tailwind status, making your next rampage movement instant.
        (Granted by Short Blades and Stealth.)
      • West Wind: Rampaging while wielding a ranged weapon fires a powerful
        penetrating shot that pushes enemies backwards and also grants you a
        charge of Salvo, making your non-rampage attacks fire additional shots at
        up to four other targets. (Granted by Ranged Weapons.)
      • East Wind: Rampaging restores a small amount of MP and makes all enemies
        within 2 tiles of you Exposed, increasing the damage and accuracy of
        spells and abilities against them for a short while. (Granted by any
        spell school skill.)
    • New autofight_stampede option: allows autofight to trample forward while you
      have the Stampede status.
  • New background: Mystics, shapeshifting spellcasters whose book includes new
    spells of all four elements. They start with vision and jade talismans and
    their playstyle encourages them to stay mobile on the battlefield and
    reshape it to serve them.
  • New background: Stalkers, stealthy shapeshifters who use their gecko and mist
    talismans, as well as a supply of centipede baubles, to evade or debilitate
    their foes before dispatching them with lethal precision.
  • Djinni and Gargoyles are no longer immune to the draining weapon brand,
    Vampiric Draining, Drain Life, Fear, Soul Splinter, or Umbral Torchlight.
  • Gnolls have received multiple changes.
    • Spellcasting and all magic aptitudes are decreased by 1. Shapeshifting, all
      weapon aptitudes, and Invocations are increased by 1.
    • Gnoll skills at XL 1 are heavily reduced, but train rapidly over the first
      few experience levels (approximately catching up to their old levels by
      XL 7-10)
  • Oni now get their cleaving attack on drinking any potion, rather than just
    healing potions.
  • Oni now have -1 Polearms aptitude (down from +0).
  • Revenant’s spellclaw attacks while Enkindled now properly heal from enhancer
    staff damage.
  • Revenants now have -2 Staves and Evocations aptitude (down from -1).
  • Vine Stalkers are now fully plants, which grants them immunity to blinding and
    sleep and allows allied plants to fire through them while worshipping Fedhas.
  • Chaos Knights now start with a scroll of summoning in addition to their
    scroll of butterflies.
  • Monks now also start with a potion of enlightenment.
  • New mutation: spark swarm, which makes fire and electric damage you deal
    have a high chance to outline foes in light.
  • Removed species: Armataurs.

Gods

  • All piety decay and piety costs for receiving most god gifts has been
    removed. Piety gain has been adjusted such that most gods should see
    little change from this, though Sif Muna’s and Trog’s piety gain should
    increase.
  • Worshippers are completely forbidden from using or equipping items and spells
    directly hated by their god, rather than enforcing penance.
  • Ashenzari’s Curse Item ability has been renamed and rethemed to Ritual of
    Binding. Rather than offering boosts to two random groups of related skills,
    Ashenzari offers boosts to three different individual skills (aside from melee
    weapons and ranged weapons, which remain grouped).
  • Elyvilon has received several changes:
    • 2* worshippers can now use Divine Alms, which costs MP but no piety. This
      ability heals a single ally, cleanses them of the same debuffs as
      Purification, and briefly extends the summon duration of anything it heals.
    • Heal Other has been renamed to Pacify and now only works on hostile
      monsters.
    • Divine Vigour has now been replaced with Aura of Vigour, which now doubles
      the health of all allies in sight of the player, in addition to its previous
      effect.
    • Elyvilon’s worshippers are now prevented from directly harming neutral
      monsters (such as those they have pacified).
  • Hepliaklqana’s knight ancestor has received multiple changes.
    • At XL 15, they can bind enemies they hit with their melee attack in place.
    • At XL 19, they learn Bolster (giving them Might + Resistance) instead of
      Haste.
    • At XL 24, they get an additional +25% HP.
  • Hepliaklqana’s battlemage ancestor has been replaced with an elementalist
    ancestor, which casts destructive magic more frequently and prefers to avoid
    approaching enemies on its own, but is much frailer in melee.
    • At XL 1, they cast Shock, Stone Arrow, and Deflect Missiles.
    • At XL 15, they replace Shock with Iceblast and Bolt of Magma.
    • At XL 19, they replace Stone Arrow with Lee’s Rapid Deconstruction and gain
      increased damage on all spells.
    • At XL 24, they replace Iceblast and Bolt of Magma with Permafrost Eruption
      and Plasma Beam.
  • Nemelex’s Elements card now summons lindwurms and mountainshells instead of
    molten gargoyles and war gargoyles.
  • Okawaru no longer gifts orbs.
  • Sif Muna has received multiple major changes:
    • They now reward piety for exploration instead of kills.
    • The rate of gifting books is no longer affected by piety above 5* (in
      general, this means receiving books slightly earlier, and ability usage
      no longer reducing the number of gifts received).
    • They no longer use the Invocations skill. The success rate and power of
      Channel Magic and Divine Exegesis now depend on Spellcasting skill instead.
    • Divine Exegesis now briefly grants the Repeat Exegesis ability, allowing
      you to repeatedly cast the same spell at a greatly reduced piety cost.
  • Trog’s Brothers in Arms now scales with XL instead of piety, and can now
    also summon elephants, death yaks, skysharks, dire elephants, and ettins.
  • Trog now fully forbids all but gnolls training magic skills, and permits
    worshippers to read scrolls of amnesia.
  • Xom has been wildly reworked:
    • Xom mood and boredom have both been removed. Nearly all Xom actions that
      that have long-term effects (eg: mutations and item gifts) will happen only
      as the player explores the dungeon and not randomly over time otherwise.
    • Xom’s piety stars now track tension to give an extremely loose display
      of how likely it is for Xom to intervene in the current situation.
    • Xom’s amusement commentary are now entirely flavour messages.
    • Xom will now periodically gift worshippers one of several chaos blessings, long-term permanent buffs that rotate every few floors as the player gains XP
      • Battleshape, spawning a strange object that boosts both melee and spells.
      • Cleaving+?, providing cleaving + previously weapon-type-locked brands.
      • Eisegesis, letting you cast a randomly-assigned contaminating spell.
      • Guardian, foisting upon you a reviving ally without friendly fire.
      • Protean, spawning XL-scaled aspiring flesh when you take heavy damage.
      • Sneaky, letting you disguise yourself to stab the unaware.
      • Spellstride, letting you rampage to leave a trail of living spells.
      • Troupe, letting you raise slain foes as dancing mannequins.
    • Many new other effects:
      • Exploration, positive: joke consumables, very long arms,
        random skill knowledge.
      • Exploration, negative: chaotic floor reinforcements, Duel?,
        hall of mirrors, minibanes.
      • Noncombat: Generating traps, stair kill-locks.
      • Midcombat: Mass blinkitis & blinding, mass chaos lace & vexing.
    • Other notable Xom effect changes:
      • Random teleports towards monsters no longer happen randomly out of combat,
        but only with accumulated exploration interest.
      • Random midcombat autocast spells now scale more heavily in choice to one’s
        experience level, rather than just tension.
      • Random temporary summons (hostile or friendly) are now somewhat weaker at
        XL 1-7 and somewhat stronger at XL 14-21.
      • Good mutation gifts are now mildly less likely the more good mutations
        one has, but also more actively remove bad mutations.
      • Xom’s bazaars now contain chaotic talismans (which attach chaos brands to
        1/6 of all attacks) and chaotic artefact armour (which have a chance
        scaling to damage taken to randomly buff or debuff the attacker).
      • Xom’s hyper-buffing an ally effect is even stronger than previously.
      • Xom rewards monks and faded altar petitioners first worshipping Xom with
        joke consumables.
      • Removed effects: Stealth doubling on entering new floors, random noise on
        entering new floors.
  • The Shining One has received a few ally-centered changes:
    • Cleansing Flame is now harmless to all allies (instead of only holy ones).
    • Summoned allies (no matter their type) will never expire while fighting evil
      monsters.
    • Their previous ally blessing effects have been replaced. Now, whenever the player kills a monster themselves, there is a piety-based change for TSO to provide one of two blessings to an ally:
      • Fervor: Causes that ally to perform 3 immediate actions.
      • Protection: Gives the Divine Shield effect to an injured ally, granting
        them similar protection as when the player uses it.

Interface and Options

  • Targeting for ranged weapons, throwing, and many spells (both when done
    manually and via autofight) is now better at avoiding plants and
    statues, and ranged combat will prefer shots that include additional
    enemies in their path, where possible.
  • It is now possible to deliberately aim non-penetrating attacks past
    plants and other firewood.
  • Examining jellies and other acidic slimes now displays the acid splash
    damage for hitting them in melee.
  • Examining venomous monsters now displays how much poison their attacks could
    inflict.
  • Examining weapons now also mentions when shields would slow down their
    attack delay.
  • Examining castable spells now estimates what skill level would be required to
    reach a 10% failure rate (in your current equipment) and how many XL it would
    take to train that much.
  • Examining castable spells that don’t do damage now regularly describes the
    scaling of spellpower on their effects.
  • The mon_glyph option now supports elemental colours.
  • The in-game look-up help now also includes weapon egos, armour egos, and
    missile egos.
  • Stash search (ctrl-f) now sorts by categories (putting items before features)
    and then distance, rather than solely by distance.
  • Screen flashes from casting Olgreb’s Toxic Radiance, Ozocubu’s Refrigeration,
    slime creatures merging, and lost souls triggering have all been toned down.
  • New option: alt_shatter_animation, which provides a different visual effect
    for Shatter without any screenshake, set by default as true on Webtiles and
    false otherwise.
  • New option: longwalk_range, which allows customising the maximum distance
    pressing shift+[direction] can move the player.

Items

  • New weapon: athames, uncommon one-handed short blades that deal additional
    damage to foes suffering from debuffs (and can have the highest base damage
    of any short blade against sufficiently afflicted foes.)
  • New talismans:
    • Tier 1:
      • gecko talismans, providing Hypnogecko Form. This melds gloves, boots, and
        body armour, and also makes the wearer cold-blooded. In exchange, it
        provides a small amount of Regen, increased stealth, and whenever the wearer
        becomes significantly injured, they will automatically shed their tail as
        a hypnotic distraction – forcing enemies to attack it and enabling
        distraction stabs. This tail regrows with exploration, rather than time.
      • vision talismans, providing Vision Form. This melds headwear, gloves, and
        rings, but provides +1 LOS radius, Int+3, SInv, and the ability to see
        glimmer clouds left behind after anybody casts spells. Stepping onto
        glimmer clouds consumes them to fire a weak but irresistible and undodgeable
        projectile.
    • Tier 2:
      • jade talismans, providing Jademantle Form. This melds headwear and cloaks,
        but creates four jade crystals that flank the caster’s diagonals as they
        travel. Casting elemental spells causes these crystals to damage nearby
        enemies and, when all four are triggered, also increases the wearer’s
        resistances. In addition, this form increases one’s skill at elemental
        magic, but reduces skill in other forms of magic.
      • mist talismans, providing Mistmane Form. This melds headwear and slows
        spellcasting, but causes melee attacks made after drinking potions to spray
        blasts of clouds whose type depends on the potion drunk. It also passively
        collects potions of mist unique to the form which allow you to briefly
        become insubstantial.
  • New bauble: centipede baubles, which temporarily replaces your weapon with a
    reaching venomous short blade for a finite number of attacks, after which it
    falls off as a temporary centipede ally. Its enchantment and strength improves
    with your Shapeshifting skill, eventually being able to slow or even paralyse
    enemies.
  • Great maces, giant clubs, and triple swords now have +1 base damage.
  • Bardiches, executioner’s axes, and giant spiked clubs now have +2 base damage.
  • Armour of Archery now has 66% less encumbrance reduction for the purposes of
    ranged weapons (up from 50% less), and boost ranged weapon damage by 1% per
    point of Armour skill.
  • Armour of Resonance now only provides its damage boost when adjacent to a
    Forgecraft construct, but this boost is increased to 2% per level of
    Forgecraft skill.
  • Potions of lignification now transform players into sacred banyan trees, which
    have rN+++ and rTorment.

Monsters

  • The Gulch comes with many new monsters:
    • Fungal shamblers, which raise up to 3 burstshrooms behind those they hit
      in melee.
    • Mongrel wurms, crossbreed drakes with Harpoon Shot, Scorch, and strong
      poison bites.
    • Roaming sludgefish, which hurl sludge and launch bolts of antimagic.
    • Rusted inspectors, magic-weakening constructs with corrosive melee.
    • Scrapshell chimeras, durable summoners capable of unleashing swarms of
      mutagenic ghosts.
    • Sewage sovereigns, monstrous pigs who stampede rapidly over their foes.
    • Telencephalons, floating brain experiments with psychokinetic retaliation
      effects.
  • New unique: Goji, a spear-wielding goblin riding a ghost moth.
  • Other new monsters:
    • abyssal acolytes, which grant their allies Manifold Assault.
    • heralds of the abyss, which warp space and open Malign Gateways.
  • Monster invisibility (and the interface related to it) has received changes:
    • The UI now displays unambiguous information when an invisible monster is known to be in a specific location (for example, because you walked into it), as well as remembering the presence of nearby invisible monsters whose specific location is currently unknown to the player.
    • This allows autofight to work seemlessly in many more cases than before,
      as well as allowing one to examine the known details of currently
      invisible monsters.
    • Monsters casting the Invisibility spell are now immediately displaced up to
      two tiles from their original position (though only to places they could
      reach by normal movement).
    • Deep elf knights, draconian knights, ogre mages, and Erolcha have had their
      Invisibility spell replaced with Phase Shift, which gives them +15 EV and
      hides their health state unless whoever attacks them has SInv.
    • Shadow wraiths are mildly stronger and now have unique Lurking behaviour,
      replacing invisibility: when alerted by a player (through noise or sight),
      they can choose to reveal themselves near the player’s location a short
      while afterwards. Prior to that point, they cannot be detected or interacted
      with by any means (besides Ashenzari).
  • Hell knights no longer cast Blink at low HP.
  • Josephina can now cast Dominate Undead.
  • Kirke can no longer cast Invisibility at low HP.
  • Merfolk aquamancers and revenant soulmongers can now cast Blink even
    when not at low HP.
  • Quicksilver elementals are now amorphous, making them immune to
    constriction-themed effects and resistant to Shatter.
  • Screaming refractions are now nonliving, rather than undead.
  • Thorn hunters have completely new briar patch behaviour, now entrapping
    their foes inside small rings of briars as well as surrounding themselves
    defensively whenever their foe gets close or injures them.
  • Will-o-the-wisps are now immune to fire.
  • Ynoxinuls now summon berserk ufetubi.
  • Monsters are no longer prevented from flanking and swooping while berserk.
  • Monsters are mildly more likely to be found wearing bardings and sphinxes
    can now be found wearing bardings.
  • Monsters can now pick up and wear one piece of auxiliary armour as long
    as the player hasn’t seen that armour yet.
  • Plant monsters are no longer immune to torment, fear, or berserk, and many
    can be raised as zombies or spectrals.
  • All stationary plants are now will-immune and the willpower of many other
    plant monsters was increased.
  • Player ghosts now can cast Construct Spike Launcher and Splinterfrost Shell.
  • Many monster glyphs have been reorganised and now use Unicode characters
    by default.
  • Player ghosts and player illusions of dual-wielders are still reduced to
    wielding one weapon, but they now keep either their main weapon or their
    offhand weapon instead of always keeping their main weapon.

Spells

  • New spells:
    • Ice Thorns (L1 Ice / Earth): Creates a ring of ice thorns on the ground
      around a hostile target which deal partially-irresistible cold damage to
      any non-flying monsters which step on them.
    • Sirocco (L2 Fire / Air): Deals partially-irresistible fire damage in an arc
      of three adjacent tiles, knocking back enemies but also giving them
      Swiftness. It can only be recharged by standing still for a short while.
    • Dragon Veins (L3 Fire / Ice / Air / Earth): Creates a dragon vein of each
      element in immediately-adjacent tiles. Walking over them spends 1 MP
      to cast a spell dealing damage to two or three random enemies in sight, with
      different properties depending on the vein’s element.
  • Apportation now moves every item in a single space closer, rather than
    just whatever’s on top.
  • The Imbue Servitor and Attune Weapon abilities for Spellspark Servitor and
    Platinum Paragon are now usable by any Sif Muna worshipper with access
    to Divine Exegesis, as long as those spells are in your library.
  • Malign Gateway’s portals can now spawn over shallow water and most decorative
    features, and more than one can exist on a level at the same time (so long
    as each was opened by a different caster).

Tiles

  • New tiles for existing game elements:
    • Monsters: bear simulacra.
    • Features: altars to Elyvilon, Okawaru, and Kikubaaqudgha.
    • Items: the partisan of Prune.
    • Player paper dolls: nearly all melee randart weapons, tree form.
    • Spell icons: Cold Breath, Fire Breath, Quicksilver Bolt, Steam Ball,
      Spit Poison, Steam Ball, Summon Drakes, Summon Eyeballs,
      Summon Scorpions.
    • Mutation icons: Reflexive headbutt, hooves.
    • VFX: Leda’s Liquefaction, Eringya’s Noxious Bog, Permafrost Eruption, the
      Singing Sword singing, the shillelagh “Devastator”‘s blasts, slime
      creatures merging, Drain Life, Mlioglotl’s Corruption, nearly all
      electric spell effects.
  • New floor tiles for vaults: necromantic floor tiling, rainbow etchings, Lom
    Lobon’s realm.
  • Spectral monster tiles have been changed and updated, now covering even more
    monsters than any previous derived undead type.

A New DCSS Server for the US West Coast

Following up on the previous announcement, we have another new server to announce! This new server is located in Oregon, USA at crawl.roguelikes.gg, and is officially known CRG. Like CBRG, this server is owned by tarballqc, who has generously agreed to host it both to improve ping times for players on the US west coast and to provide a much needed backup for CAO. It supports both WebTiles and SSH Terminal play on port 222 with user crawl and the CAO key. This server uses a snapshot of the CAO user database from April 25th, 2026 as its starting user database, which means users already registered on CAO at that time won’t have to re-register on CRG. We’ve already integrated CRG into the info bots as well as CAO scoring, and support for dcss-stats.com should happen soon. CRG also provides ASCIIPhilia’s DWEM WebTiles extension module loaded by default.

Thanks again to tarballqc for generously hosting our newest official server! If you’re noticing lag when playing on CAO, be sure to give this server a try. Also, having this server available will make it easier to do software upgrades on CAO going forward. That’s all for now, and until next time, happy crawling!

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A New DCSS Server for South America

Greetings Dungeon Crawlers! We have a new server hosted in São Paulo, Brazil at crawl-br.roguelikes.gg, known officially as CBRG. This server is owned by tarballqc, who has generously agreed to host it and thus improve ping times for crawl players throughout South America. It supports both WebTiles and SSH Terminal play on port 222 with user crawl and the CAO key. This server uses a snapshot of the CDI user database from March 21st, 2026 as its starting user database, which means users already registered on CDI at that time won’t have to re-register on CBRG. We’ve already integrated CBRG into the info bots as well as CAO scoring, and support for dcss-stats.com should happen soon. CBRG also provides ASCIIPhilia’s DWEM WebTiles extension module loaded by default.

Many thanks to tarballqc for generously hosting our newest official server! Check out his other projects at roguelikes.gg…just be sure that your system has the latest Pentium processor, at least 4MB of memory, and plug-and-play compatible peripherals! Until next time, happy crawling!

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0.34.1 Bugfix Release

We are pleased to announce the Dungeon Crawl Stone Soup 0.34.1 bugfix release.

DCSS 0.34.1 features the following fixes:

  • Fix the Lua error handler causing slowdowns seen in vaults like Pan’s Disco Hall.
  • Properly mark unidentified talismans evil/chaotic as appropriate.
  • Allow deconstructing forgecraft allies while wielding a ranged weapon.
  • Fix Freezing Cloud not having a self-damage warning prompt.
  • Fix the force_more prompts for dancing weapons of distortion.
  • Fix banished Orb Guardians not activating the Boundless Tesseracts.
  • Fix Duel/Banishment on top of a portal entrance expiring that entrance.
  • Prompt for wearing any talisman that would lower max HP by more than 10%.
  • Fix randart Bane scarves having hidden AC (Back-form)
  • Fix Revenant spells being free and boosted by Enkindle if cast via Sif Muna’s Divine Exegesis.
  • Fix removing Fragile equipment not triggering unequip effects before being destroyed.
  • Don’t have Dithmenos’ Marionette treat monsters it charms as hostile for subsequent actions.
  • Fix Dominate Undead not working properly for friendly casters.
  • Fix the force_scroll_targeter option interfering with ability targeters.
  • Fix anacondas taking no damage from cactus giant spines.
  • A new clua function you.zot_orb_monster() to see the type of orb monster the player will face in Zot, if known.
  • New clua functions for checking visibility between cells: view.cell_see_cell_no_trans(), view.cell_see_cell_solid(), and view.cell_see_cell_solid_see().
  • 36 other bug fixes, interface improvements, and documentation updates.

Packages of DCSS 0.34.1 for Windows, macOS, and Linux are all available from the download page. Our online servers will be updated with 0.34.1 throughout next week. Happy crawling!

0.34 Tournament Results

The 0.34 tournament is over. On behalf of the Dev Team, many thanks to all the server admins, outside contributors, bug reporters, and to the many DCSS players who made the 0.34 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.34 games on the public servers.

Congratulations to FlugKiller for taking first place in the individual competition, with 125,695 points and 21 wins! FlugKiller tied sekai for longest streak of the tournament (14 wins), had the 2nd fastest realtime win (a MiFi won in 25:47), and the 3rd lowest turncount win (a TrMo won in 15,785 turns). Additionally, FlugKiller had species high scores for Mi and Dj, class high scores for FE and Sh, and 4 combo high scores. Finally, and although this isn’t in a tournament category, it’s still impressive: FlugKiller had the first win of the tournament, a MiFi of Gozag won 48 minutes after tournament start. It’s interesting that the 0.33 tournament winner, EnegeticOcto, also had the first win of the tournament, which was also a MiFi of Gozag. Even more amazing is that FlugKiller’s MiFi of Gozag realtime win from this tournament had the exact same time as EnegeticOcto’s MiFi of Gozag realtime win in the 0.33 tournament.

Other big winners:

  • EnegeticOcto (aka Lici the Crawler): 2nd place overall with  116,222 points and 23 wins. Lici had the highest scoring run of the tournament, an AtCj worth 78M points. Lici was also the only player to win all tier 3 banners, and the only person to win Elyvilon’s tier 3 banner, which he achieved via a SpEn that killed just 933 monsters. He was 2nd in the Combo High Scores category, with 2 species high scores (At and MD), 2 class high scores (Cj and HW), and 6 combos high scores. Finally, he had the 3rd fastest realtime win of the tournament, a MiFi won in 29:50.
  • sekai: 3rd place overall with 108,465 and 24 wins, including a 14 win streak that tied FlugKiller for best in tournament. Sekai also got 2nd in the Nemelex’ Choice category by winning 16 Nemelex’ Choice combos. Finally, sekai had the En class high score and 8 combo high scores.
  • Sergey: Won the Winrate category with a perfect performance over ten games. Before this tournament, Sergey already had an ongoing world record win streak of 92 wins with non-repeating combos. During the tournament, he extended this streak to triple digits with 102 wins. Congratulations, Sergey!
  • p0werm0de: Won the Realtime category with a MiFi of Cheibriados that ascended in 23:30.
  • sentinel: Won the Low Turncount category with a TrGl of Wu Jian that ascended in 12,904 turns.
  • bookman: Won the Nemelex’ choice category by winning 24 Nemelex’ Choice combos.
  • Turgon: Won the Combo High Scores category with just 4 wins that were both the species and class high score for that combo: OpHs, TrFw, OnGl, and BaWn.

The clan competition was won by Bane of Ogre (captained by EnegeticOcto) with 136,467 points and 1st in the clan Streak Length, Best High Score, Combo High Scores, Low Turncount Win, and Banner Collection categories. They also took 2nd in the Fastest Realtime category, and 3rd in the Nemelex’ Choice category. In 2nd place was The 27 Club (captained by particleface) with 116,047 points, 2nd place in the Best High Score, Nemelex’ Choice, and Combo High Scores categories, and 3rd place in the Streak Length and Low Turncount Win categories. In 3rd place was Doomed To Win – Cosplay (captained by TheMeInTeam) with 114,599 points, 1st place in the Nemelex’ Choice category, 2nd place in Streak Length category, and 3rd place in the Combo High Scores category.

To close out, here are some overall tournament statistics (with the 0.33 numbers in brackets for comparison). 3278 non-bot players started a game at some point during the tournament; of those 3194 completed a game without quitting or leaving the dungeon sadly orbless. This definition of “player” (players who completed a non-boring game) is used for subsequent calculations and was used for the 0.33 statistics.

  • Players: 3,194 (0.33: 2,870). This is a record high for tournaments since version 0.23, over 7 years ago!
  • Total player time: 34,962 hrs (0.33: 32,484 hrs)
  • Average player time: 10.95 hrs (0.33: 11.32 hrs)
  • Games played: 90,631 (0.33: 89,582)
  • Players who got a rune: 985 (0.33: 890)
  • 412 winners and 1,326 wins (0.33: 421 winners and 1,428 wins)
  • Win rate: 1.46% (0.33: 1.59%)
  • WebTiles win rate: 1.42% (0.33: 1.52%) / Console win rate: 3.17% (0.33: 4.06%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.34 release and tournament possible! The 0.35 development season has begun, with the new Anemocentaur species having already landed in trunk. There are other tweaks and bug fixes you can read in the commit list, and stay tuned for many more changes to come this version. Also look for an important 0.34.1 bugfix release to made soon. That’s all for now, and until next time, happy crawling!

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0.34 “Doomed Geometries”

We are pleased to announce the release of Dungeon Crawl Stone Soup: 0.34 “Doomed Geometries”!

DCSS 0.34 features:

  • Many new egos for weapons, armour, amulets, and orbs.
  • Big overhauls to strategic damage with a new doom system and a reduction of player mutation.
  • Unlimited player inventory for consumables.
  • Major updates to Troves, the Slime Pits, and the Halls of Zot.
  • Dozens of new monsters spread throughout the dungeon!

For the complete list of these and the many other changes included in this version, see the release page here.

Packages of DCSS 0.34 for Windows, OS X, and Linux are all available from the download page. You can also play it online on one of many servers across the world!

The tournament starts today on Friday Feb 6th, 8pm UTC and runs through Sunday Feb 22nd, 8pm UTC, with all online 0.34 games counting towards your score. See the tournament page for more details, including how to join or setup a clan. Clans membership can be changed until Friday Feb 13th, 8pm UTC.

Many thanks to all those who have contributed to DCSS over the years. Thanks especially to the DCSS development team, whose contributions made 0.34 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.34 and a warm welcome to the first-time contributors.

Aliscans, Andrew, antimachina, Brian Power, brianfaires, Claus Mouse, code2828, coraxioU9, CrawlOdds, croikle, fslottner, geekosaur, guillaume, Jared Miller, LiciTheCrawler, Lulu, mainiacjoe, Matt Smith, MikeJHeg, Nicholas Wilson, NormalPerson7, Perry Fraser, person50605, riverfiend, RypoFalem, Steinar Darri Þorgilsson, tianmaster, unutbu, Vaskritaya, Vincent Cheng, Vsevolod Kozlov, Weston Odom, yrdzrfxndfvh, Zhang Haocheng

0.34 Tournament Page and Trunk Update

Hello crawlers! We’re letting you know that the official 0.34 tournament page is online! The tournament will run for 16 days from 8pm UTC Friday, Feb 6th to 8pm UTC Sunday, Feb 22nd. Please bookmark the 0.34 tournament page and use this page to track your progress throughout the tournament. We have some minor rule changes planned and will update the tournament page when the changes are finalized. As we test the tournament scripts, you may see summaries of test data in the “Overview” page taken from recent 0.34 beta games. Don’t worry, we’ll reset everything before the tournament starts.

Speaking of 0.34, here’s one last Trunk Update for 0.34 with a small batch of changes that sneaked in after the last post:

  • New talismans:
    • Spore talismans, tier 2 talismans providing Spore Form. This meld one’s offhand and feet into sporulating fungi, allowing attacks to weaken enemies and creating rows of burstshrooms behind them. These burstshrooms explode after a short delay and sometimes daze those hit.
    • Eel talismans, tier 3 talismans providing Eel Hands Form. This melds one’s gloves, weapon, and offhand slots into twin eels, which provide rElec, and also make one’s melee attacks sometimes produce short-range electric jolts. When one falls below 50%, a stronger jolt will trigger immediately.
  • Further talisman changes:
    • Blade Form has been reworked. It is now tier 4, melds nothing, and provides two melee auxiliary attacks instead of an unarmed combat bonus. In addition, it provides SH while attacking based on your Slaying.
    • Fortress Crab Form now doubles most egos and artifact properties on the body armour equipped. It also provides a slightly higher multiplier to body armour AC (from +135% at max skill to +150%) and Breathe Rust costs slightly less HP.
    • Maw Form is now tier 3. Its bite attack triggers less often with fast weapons, but gets additional bonus damage from strength. Kills now heal more in total (especially at high skill), but over several turns. It can now briefly mesmerise the player when an edible monster is first encountered.
    • Protean talismans can no longer become maw talismans, but can become spore talismans instead.
    • Sphinx Form and Vampire Form now see invisible.
    • Vampire Form has a high chance to briefly daze living / demonic / holy monsters when they first notice the player, preventing them from shouting. The Bat Swarm ability can now be manually cancelled, and its cooldown is now shortened by Shapeshifting skill.
    • Werewolf Form now can wear helmets and cloaks.
  • Fire dragon scales encumbrance rating has decreased, from 11 to 9.
  • Amulets of Alchemy are now called amulets of Chemistry, but are otherwise unchanged from the last Trunk Update.
  • Fortress Blast’s explosion radius has been increased from 5×5 to 7×7.
  • Hellfire Mortar can no longer be recast until the lava from a previous cast has expired, but this lava now disappears more quickly.
  • Sphinx Sisters’ summons are now slightly weaker and have a shorter duration.

The 0.34 release will be made and announced Thursday Feb 5th. In the meantime, the 0.34 branch will be installed on servers. Once the 0.34 branch is installed on your favorite server, you can configure your tournament clan in your RC files right now. Good luck in the tournament!

Note: The DCSS scoring pages probably won’t have 0.34 games added until after the tournament. During the tournament, scoring updates will be disabled to conserve resources on CAO. After the tournament, scoring will resume and all games not yet counted will be included. Game records are always permanently stored on each server where the game was played, so no data is lost.

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0.34 Trunk Update and Tournament Announcement

Hello Dungeon Delvers! The 0.34 release is coming soon, and we are pleased to announce a date of Friday, Feb 6th, 2026, at 20:00 UTC for the sixteen day 0.34 release tournament. The feature freeze will be Friday, Jan 23rd. After that point, we’ll stop adding new content and will be making only balance tweaks and bug fixes until release day. A subsequent post will announce the official 0.34 tournament website, but please feel free to start organizing those tournament clans!

Once again, we haven’t had the time to post any trunk updates during the 0.34 development cycle, but there’s plenty of new content! It would take a long time to go into detail on the past eight months of changes. For easy reading, below you’ll find the contents of the current changelog plus some recent updates:

Highlights

  • Players can now carry an unlimited number of consumables.
  • Big overhauls to strategic damage, adding new types and reducing mutation.
  • Dozens more new monsters have been spread throughout the Dungeon.
  • Many new egos have been added for weapons, armour, amulets, and orbs.
  • Troves, the Slime Pits, and the Halls of Zot have received major updates.

Artefacts

  • The faerie dragon scales now has a higher average enchantment, can sometimes come with evokable invisibility, and is a Hexes enhancer.
  • The Mask of the Dragon loses its Will+ and Slay+3 modifiers to gain +2 enchantment and the ability to rarely summon dragons when using invocations,
    with dragon choices scaling to one’s XL.
  • The Orb of Wucad Mu is no longer twice as likely to trigger as other orbs of energy, but now has a chance to apply antimagic to monsters after channelling mp for successful spells casts.
  • The Scales of the Dragon King no longer has Will+, and instead has the new Command ego.
  • The Sword of the Doom Knight has been renamed to the Sword of the Dread Knight.
  • Randarts can now come with a Bane property, which inflicts a Bane on the player when equipped. Randarts with this property have higher enchantment.
  • Armour egos that are not otherwise in the regular randart property pool can now occasionally appear once per randart as the randart’s base ego.
  • Removed unrands: the Sword of Power.

Branches, Environment

  • The Lair of Beasts now contains more decorative vaults as well as increased chances to see decorative vaults each game.
  • The staircases to and from Vaults:5 now have unique tiles and descriptions.
  • The Crypt end vault’s old thematic item rewards have been moved into a unique, guaranteed shop containing a larger quantity of the prior options at high prices.
  • Slime Pits now has slimy stairs and other layout changes:
    • Staircases in the Slime Pits are slimy and can no longer be climbed back up until The Royal Jelly is dead (or the player worships Jiyva).
    • Going down on a slimy staircase confers a status that greatly increases HP and MP regen for a while.
    • All floors are now fully connected, and up and down stairs are placed further apart.
    • Altars to Jiyva are guaranteed on Slime:2-4 with a 50% chance for one on Slime:1.
  • The Depths now more consistently contains threatening minivaults.
  • The Halls of Zot will now contain one of three types of orb monster each game, each wielding a different element and form of strategic damage. The orb type one will encounter that game is indicated via statues placed by the Temple entrance in the Dungeon and the Zot entrance in Depths. This can also be viewed from the the Dungeon overview screen (ctrl+O) once seen.
  • The last floor of Zot contains now contains two Boundless Tesseracts, immobile enemy spawners with fast regeneration.
    • Tesseracts wake up the first time one kills an Orb Guardian. Once a tesseract wakes up, both are automatically detected, and 4 to 7 new monsters will appear outside of the Orb vault.
    • Tesseracts spawn further monsters at random locations across the entire floor an average of once every 50 turns. These will always be outside of the player’s sight until at least 50 monsters have been created this way.
    • Tesseract spawns are specially marked as such, reward no XP, are capped to 60 on the floor at a time, and will continue to spawn in a limited capacity when on other floors.
    • Destroying one tesseract will destroy both, dismiss all tesseract-created monsters, and daze all other monsters in sight of the tesseract for ~9 turns.
  • The Orb status from being in Zot or having picked up the Orb of Zot now also fuzzes the destination of scrolls of blinking by up to two spaces.
  • The depth at which the player enters the Abyss is now based upon their XL, regardless of whether they arrive by banishment or entering a gateway themselves.
    • Abyss shifts can no longer pull the player deeper than they otherwise would have entered it (unless they spend a while there at max XL), and the Abyss will no longer ‘remember’ the deepest depth a player previously reached.
    • Finding the rune on Abyss:4-5 takes longer on average than before.
  • Hell effects can now inflict a small amount of Doom instead of inflicting transient mutations.
  • Troves’ prices and contents have been heavily revised:
    • Troves will no longer ask for any consumables besides scrolls of acquirement and will no longer ask for specific named items from shops.
    • Equipment costs are less common. Demon weapons are all interchangeable and and heavier dragon scales are rarer.
    • The Slimy / Abyssal rune troves and Horn of Geryon troves are more common.
    • Piety troves now use a new debuff that temporarily caps one’s piety at 0 until XP is gained instead of permanently draining it, allowing them to function with more gods than before.
    • New trove costs include accepting pre-announced Banes and being extremely drained.
    • Trove contents are no longer grouped by item category, and contain a slightly lower amount of higher-quality items themed after spell namesakes or unrand items. These items are also far less likely to be useless according to god restrictions or species limits.
    • Potential troves to discover include The Dread Knight’s Derelict Chapel, Eringya’s Secret Bog, The First Justicar’s Armoury, Leda’s Sunken Stockpile, The Lost Hoard of Erebora, The Name-Rending Infernalists’ Reservoir, The Octopus King’s Forgotten Garden, Ozocubu’s Refrigerator, Rutra’s Hidden Sanctum, The Storm Queen’s Palace Crash Site, a devouring Rift, and an orange crystal hatchery.
  • Dispersal traps now have a short cooldown after triggering before they can trigger again.
  • Harlequin’s traps’ chaos lace buff now stacks on top of any other attack brands a monster previously had.

Character

  • Players can now accumulate Doom from enemies and other hostile effects, a new form of medium-term damage displayed as a percentage. Doom has no effect on its own and disappears with gaining experience, but at 100% causes one to gain a random Bane, which itself only disappears with gaining significantly
    more experience differing between Bane types. Banes include:
    • Bane of Claustrophobia, which lowers melee damage and accuracy for each wall the player is adjacent to.
    • Bane of the Dilettante, which reduces the player’s highest weapon skill as well as their two highest magic / invocation / evocation skills.
    • Bane of Electrospasm, which makes suffering electric damage sometimes inflict the -Move status.
    • Bane of Heatstroke, which makes suffering fire damage sometimes Slow you.
    • Bane of the Hunted, which makes any creatures summoned by enemy appear next to the player, last longer, and be better at tracking you.
    • Bane of Lethargy, which slows the player’s movement speed.
    • Bane of Mortality, which gives a chance for reapers to appear near wounded players when no other enemies are around.
    • Bane of Multiplicity, which gives a chance for any monster you fight to create fragile clones of itself.
    • Bane of Paradox, which gives a small chance for each new monster you encounter to learn Manifold Assault with a chance to blink after casting it.
    • Bane of Snow-blindness, which makes suffering cold damage something inflict Blind and Weak.
    • Bane of Stumbling, which inflicts -25 EV when moving or standing still.
    • Bane of Succour, which makes killing enemies heal other nearby enemies based on the slain foe’s max HP.
    • Bane of Warding, which gives a small chance to give groups of monster the Warding buff when first seen, which grants damage immunity from non-adjacent sources of damage.
  • Undead species and forms lose Doom and Banes half as quickly as other species.
  • Player contamination has been heavily adjusted.
    • The exact amount one is contaminated is now indicated as a percentage in the sidebar. Harmful effects begin at 100% and cap at 300%.
    • Crossing the 100% threshold is more likely to result in a bad mutation than before (but very high amounts are less dangerous). Mutations gained this
      way no longer ignore rMut.
    • Explosions from contamination are now possible at a lower threshold, ignore AC, and are more damaging. Their potential damage can be seen on the %
      screen.
    • Many existing effects have been rescaled to be similarly dangerous as before this change.
  • New mutations:
    • Booming Voice, which makes reading scrolls in sight of enemies incredibly loud.
    • Efficient Metabolism, which doubles the duration of potion status effects.
    • Feed Off Suffering, which restores HP and MP after killing poisoned or drained foes.
    • Initially attractive, which sometimes pulls monsters close to the player when first seen (and then sometimes wakes them up).
    • Lucky, which gives a small chance for floor items the player encounters to be randarts.
    • Meek, which provides negative Slaying.
    • Potion Fungus, which sometimes spreads the beneficial effects of potions the player drinks to random enemies and allies in sight.
    • Protean Grace, which gives +Slay and +EV based on how mutated you are.
    • Reckless, which cuts your SH in half but gives +15% damage with two-handed weapons.
    • Spatial Entanglement, which gives a chance of dragging along another hostile monster whenever the player translocates.
    • Spiteful Blood, which may spawn hostile XL-scaling erythrospites when the player is injured below 50% of their max HP.
  • Other individual mutation changes:
    • Electricity Vulnerability is now in the normal mutation pool.
    • Screaming now gives a small chance to shout loudly whenever the player is damaged, rather than when first seeing monsters.
    • Sense Surroundings is now stronger and only has two levels.
    • Teleportitis now gives the player a few turns of a cancellable !Tele! status before they will be teleported towards monsters.
    • Thick Fur can now only be mutated by Trolls and Felids.
    • Weak, Dopey, and Clumsy mutations lower their respective stats by one more (from -2 to -3.)
    • The unsafe potion and scroll mutations are no longer in the regular bad mutation pool.
  • Removed mutations: Berserkitis.
  • Transient mutations are now only removed by slaying a sufficient number of non-trivial monsters, and can no longer roll the three stat loss mutations.
  • Players can no longer instantly become Petrified after being affected with another source of petrification while mid-petrifying. (Petrification and calcifying clouds have become more difficult to resist in kind.)
  • Players have a longer stun immunity after being Vexed, and attack as quickly as their default attack speed would be.
  • Players can now negate intrinsic rPois- with two sources of rPois.
  • Players can stack up to 3 sources of rampage.
  • Performing an attack while rampaging no longer affects the time that movement took. Instead, rampage attacks inflict a half-turn ministun on the target and inflict reduced damage if the player’s attack speed is slower than their movement speed.
  • Players succeeding at certain optional challenges can now obtain unique titles proclaiming their triumph (or madness).

Gods

  • Dithmenos’s shadow mimic no longer fully heals every time it acts while Shadowslip is active. Shadowslip costs more piety, but gives the shadow
    slightly more max HP.
  • Gozag’s Gold Lust passive now properly displays when monsters are affected by it (instead of regularly losing its visual indication before its effects
    ended).
  • Jiyva’s jellies can no longer eat spellbooks.
  • Nemelex’s Orb card now consistently provides more orbs with spellpower, always aims one orb to the aimed target, and home into targets with fairly
    higher precision than previously.
  • Ru’s Draw Out Power now also cures mesmerism and fear.
  • Ru’s Sacrifice Drink and Sacrifice Words passives have been revised: they now both prevent using potions or scrolls with monsters in sight while your HP is high (and have no effect when badly injured).
  • Vehumet’s first level 1 spell gift is now given immediately upon worship.
  • Vehumet’s spell gift choices now account for Conjurations and Alchemy skill, and skew more to average spell skill levels instead of their sums.
  • Wu Jian martial attacks can no longer fail if the player’s attack speed is slower than their movement speed, but will perform a lower damage attack instead.
  • Xom has a new action: slightly Dooming the player.
  • All gods besides the good gods no longer allow rejoining them if one is undergoing their wrath.
  • Several wrath adjustments:
    • Fedhas and Jiyva wraths have been simplified.
    • Ignis’s Fire Champion effect now gives a monster rF+, 7 AC, adds fire damage to their attacks (rather than overwriting their normal effect). It can be applied to a wider range of monsters and sometimes multiple at once.
    • Kiku wrath applies the Sign of Ruin instead of tormenting, has a hard cap on draining for lower amounts that can no longer be resisted by rN+, and also now applies Doom.
    • Okawaru wrath summons are more varied and scale more smoothly to player xl.
    • Qazlal wrath now applies the Banes of Heatstroke, Snow-blindness, and Electrospasm instead of transient mutations of rF-, rC-, or rElec-.

Interface and Options

  • Inventory revamp related changes:
    • The (d)rop menu is now split into 4 different pages for each inventory category: gear, potions, scrolls, and evocable items. The current page can be changed using either left and right arrow keys or Tab and Shift-Tab.
    • New show_paged_inventory option: disables this page behaviour for the (i)nventory screen.
    • Talismans are now considered gear and are (p)ut on instead of e(v)oked.
    • Jewellery autopick-up no longer picks up extra copies of non-artifact jewellery past the max amount one can wear at a time.
    • Dropping consumables now disables them from autopickup by default.
    • The item_slot option has been replaced with gear_slot and consumable_shortcut options.
  • Scrolls of fear, silence, vulnerability, immolation, torment, and all sources of invisibility now have targetting prompts that highlight which monsters will be affected (as well as the chance of affecting them).
    • New force_scroll_targeter option: allows disabling these prompts from scrolls (or adding them for several others).
    • New show_invis_targeter option: disables the prompt for sources of invisibility.
  • Resting now waits by default for all negative effects and transformations, all time-based cooldowns, and all magical contamination to wear off. A new explore_auto_rest_status option allows adding or changing this list.
  • The character overview screen (%) now displays how much damage is prevented by each pip of resistance the player has. A new show_resist_percent option can be used to hide these numbers.
  • Temporary maluses to player AC / EV / SH now always consistently colour those values in the status bar as red.
  • Sighting monsters is now described as “You encounter an X” rather than “An X comes into view.”
    • All uniques now cause a –More– when first encountered.
    • New monster_alert option: allows setting specific monsters or monster threat tiers to make a –More– appear when encountered.
  • When monsters move out of the player’s sight to a known location, the direction they left will be indicated.
  • Monsters with any status effects now list the mechanics of those status effects on a new tab when examined (xv).
  • Sleeping and wandering monsters now display their chance of noticing the player each turn when examined (xv).
  • The “Trivial” monster threat level threshold is now a little higher.
  • Monsters with holy wrath weapons are highlighted by default as having unusual items if one is vulnerable to them by being undead or demonic.
  • The unusual_monster_items option now has new “vulnerable” syntax that allows marking a brand as unusual as long as one has no matching resistance to that brand, and can also stop displaying this at a selected XL.
  • Vault randarts with specified armour egos rolling randarts will no longer show redundant inscriptions (e.g. plate armour of {rF+, rF+}).
  • Examining throwable missiles now displays their mulch chance in-game.
  • New warn_contam_cost option: warns the player before casting Irradiate if it could potentially result in going over 100% contamination.

Items

  • Players now have four separate inventories: 52 pieces of gear (including throwing weapons, and unlimited potions, scrolls, and evokable items. Each inventory uses a separate 52 letters (ie: both a scroll and a potion may be mapped to the same letter at the same time), and most consumables now have default letter assignments when identified.
  • Parchments now replace the majority of spellbooks found in game, each granting knowledge of a single spell.
    • Parchments are much more common than spellbooks used to be, making the total number of spells found in the game roughly equal to previous versions.
    • Floors with shops past the Dungeon and Lair have increasing likelihood to contain an additional parchment shop.
    • Randbooks now only appear in select vaults or via acquirement and Sif Muna gifts.
    • Higher-spell-level are now somewhat rarer early in the game and more common later.
  • New amulets:
    • Amulets of Alchemy, which give an Alchemy enhancer and also grant players a small amount of mp whenever they drink non-useless potions.
    • Amulets of Dissipation, which cause time-based negative status effects to expire twice as quickly.
    • Amulets of Wildshape, which gives +5 Shapeshifting skill.
  • New orbs:
    • Orbs of attunement, which double the enhancers provided by wielded magical staves and also makes melee attacks performed with them restore a small amount of MP.
    • Orbs of glass, which may inflict Fragility on nearby enemies whenever they’re injured, scaling with Evocations skill.
    • Orbs of mesmerism, which inflict Daze on nearby enemies when one is injured by melee attacks, are recharged by not moving, and scaled heavily with Evocations skill.
    • Orbs of pyromania, which give a Fire enhancer and also produces explosions around the wielder whenever they directly kill a monster without using attacks, scaling with Evocations skill.
    • Orbs of stardust, which conjure fast-moving shooting star projectiles whenever the player first spends MP each combat, scaling with Evocations, MP spent, and the number of visible monsters.
  • New weapon egos, each exclusive to a given weapon class:
    • Axes of Sundering, which make every sixth consecutive attack strike for triple damage and cleave with +1 range.
    • Long blades of Valour, which fire short-ranged penetrating beams of energy while their wielders is above 80% of their max hp.
    • Maces of Concussion, which allow their wielders to trample forward whenever they hit, briefly stunning pushed foes and dealing +25% damage if the foe’s back is to a wall.
    • Polearms of Entangling, which may constrict foes they strike.
    • Short blades of Deviousness, which provide temporary Slay and EV after stabbing an enemy and make it easier to do so.
    • Staves of Rebuke, which give +10 SH while attacking and redirect blocked melee attacks to other adjacent foes.
  • New heavy armour egos:
    • Armour of archery, which have halved armour encumbrance penalties for ranged weapons.
    • Armour of command, which gives Summoning spells a success chance and spellpower bonuses based on one’s Armour skill.
    • Armour of death, which gives Necromancy spells a success chance and spellpower bonus, but make all non-Necromancy spells cost as much HP as they cost MP.
    • Armour of resonance, which gives Forgecraft spells a success rate bonus and also increase the damage of the wearer’s melee attacks based on their Forgecraft skill.
  • New other armour egos:
    • Hats of sniping, which increase ranged weapon and thrown item damage against incapacitated foes.
    • Hats and helmets of ice, which give Ice Magic enhancers.
    • Cloaks of air, which give an Air Magic enhancer.
    • Gloves of fire, which give a Fire Magic enhancer.
    • Gloves of parrying, which give SH when using melee attacks, doubled if wielding a two-handed weapon.
    • Boots of earth, which give an Earth Magic enhancer.
  • Hats are now more likely to get egos.
  • Helmets can now get the Light ego, which was previously exclusive to orbs.
  • Shields can now get the corrosion resistance ego, and Tower Shields may be Ponderous.
  • Cloaks of preservation are now renamed to be of corrosion resistance.
  • Further general orb changes:
    • Orbs of energy and orbs of guile now scale their effects with the wielder’s Evocations skill.
    • Orbs of light no longer spawn naturally, but are still given to Monks on starting the game.
    • Orbs are now more common.
  • Talismans are cheaper in shops.
  • Stones are now much less common.
  • Removed items: rings of fire, rings of ice, orbs of wrath.

Monsters

  • Monster staircase behaviour has been heavily adjusted:
    • All monsters now instantly return to the floor they spawned on if they are lured more than three floors away from their floor of origin.
    • Monsters left behind on other floors are now more consistent about approaching and encircling the last staircase they saw the player use.
    • After travelling through any stairs, known or not, monsters the player hasn’t seen before will always skip their first turn.
  • Wandering monsters no longer automatically notice the player whenever you perform attacks, cast spells, or zap wands. In exchange, they are somewhat more likely to notice the player each turn (especially strong monsters).
  • The Slime Pits have many new and returning monsters:
    • Colossal amoebae, which create copies of themselves when they hit foes.
    • Creeping plasmodia, which launch explosive acid spores that can spread weaker plasmodia to other walls.
    • Eyes of draining, rare sights that rapidly drain the player’s maximum HP
    • Morphogenic oozes, whose melee attacks can temporarily turn players into jellies.
    • Slymdras, lethally acidic combinations of hydras and slime creatures.
    • Star jellies, which launch shooting stars when seriously injured.
  • Two new orb types rotate with orbs of fire in Zot each game:
    • Orbs of Winter, which cast Flash Freeze, Ozocubu’s Refrigeration, and inflict a new Ostracism debuff that temporarily reduces one’s piety.
    • Orbs of Entropy, which cast Bolt of Draining, Acid Ball, and inflict Doom upon their foes.
  • New unique: Cassandra, an oracle of Ashenzari who foresees great Doom in your future.
  • Other new and returning monsters:
    • Bes kemwar, magic-weakening maggot spirits for D.
    • Chonchon, chaotic flying heads for Depths.
    • Clockroaches, time-bending warded insects for D.
    • Cognitogaunts, antimagic starghouls for Crypt and Abyss.
    • Crawling flesh cages, augmented ugly things for Vaults.
    • Drudes, new weak Doom-inflicting tier-5 demons for D and the Abyss.
    • Kobold fleshcrafters, abomination makers for Depths.
    • Kobold geomancers, deconstructing earth mages for D.
    • Mountainshells, warded earthshaking tortoises for Lair.
    • Ravens, Doom-inflicting birds for Lair.
    • Rock fish, wall-swimming fish for D.
    • Screaming refractions, crystal injury-mirroring undead for the Abyss.
    • Undertakers, wall-swimming constructs for Tartarus.
    • Zykzyls, the new malmutating tier-2 demon, now focused on hexes.
  • Antaeus trades Flash Freeze for Sleetstrike, a variant of Airstrike that inflicts the Frozen status and deals more damage partially resistible with rC.
  • Blizzard demons trade out Airstrike and Bolt of Cold for Sleetstrike and Deflect Missiles.
  • Bone dragons now breathe clouds of excruciating misery, and now have less health. They no longer appear in Tartarus, and are now more common in Crypt.
  • Cacodemons no longer know Malmutate or Bolt of Devastation, but can cut willpower in half with their melee and cast Doom Bolt: a penetrating bolt that inflicts Doom on hit.
  • Dancing weapons are now explicitly referred to as dancing weapons in-game.
  • Death knights trade Injury Mirror for higher stats, an umbra, and Hurl Torchlight (like the Yred ability), and now place in the Vaults with draugr instead of in late D.
  • Doom hounds have been renamed to oblivion hounds.
  • Draugr replace skeletons as derived undead monsters, losing health for more AC, no speed penalty, an ability to wield weapons regardless of their original form, and Doom-inflicting melee. They are rarer than the previous skeletons.
  • Earth elementals can now move through walls and statues (which grants no innate additional protection beyond cloud immunity), are somewhat faster, and hit slightly less hard.
  • Eyes of devastation are stronger and can come with a single golden eye.
  • Fire bats can no longer rarely spawn over Depths lava and can now rarely spawn over late D lava instead.
  • Glowing orange brains no longer have Brain Bite.
  • Mara now dual-wields demon weapons and has somewhat better body armour.
  • The moon troll now is warded from damage from non-adjacent foes, and loses Dazzling Flash in exchange for Lee’s Rapid Deconstruction.
  • Nekomata no longer have Repel Missiles.
  • Neqoxecs no longer can inflict permanent mutations, but have a new Warp Body spell that deals minor damage and inflicts transient mutations (or Vitrify, if the player has already been repeatedly Warped).
  • Orb Guardians no longer follow stair-using players off of Zot:5 until the Orb of Zot is picked up.
  • Oni incarcerators deal less damage and cast Manifold Assault less often.
  • Purple very / ugly things now have extra Will and antimagic attacks.
  • Reapers have a new non-skeletal flavour and now fly.
  • The Royal Jelly can no longer be banished and can produce star jellies when injured (in addition to the other types of monsters it could already create).
  • Shining eyes trade Malmutate for Mutagenic Gaze, which inflicts contamination over time (but is usable anywhere in line of sight).
  • Sphinx marauders do less damage on average with their airstrike attacks.
  • Sojobo and spriggan air mages now have less EV.
  • Vampire bloodprinces now fly.
  • Void oozes lose their antimagic attack brand for a new Diminish Spells brand, which ignores AC.
  • Void ooze and water elemental Engulfing has been revised entirely. They now inflict a few turns of Flooded status on hit, which deals a low amount of asphyxiation damage each turn and Silences anything that needs to breathe air.
  • Monster purple draconians have slightly less Willpower, and classed draconians have more Willpower.
  • Monster allies should no longer be able to injure the player with explosion spells.
  • Mummy death curses now inflict more Draining, less Torment and Slow, and have a chance to inflict Doom.
  • Monster miniparalysis now consistently lasts 15 aut and is no longer affected by how fast or slow one’s pre-paralysis action was.
  • Monsters with necromancy spells deal more damage with pain brand weapons.
  • Monsters that know Blink and its variations will more consistently cast it to escape nets.
  • Monster Corrosive Bolt now has a higher chance to corrode for higher amounts and does slightly more damage.
  • Monster Bolts of Draining are more accurate.
  • Monster Flash Freeze accuracy is greatly reduced and damage somewhat reduced.
  • Monster Injury Bond’s damage redistribution now removes some damage entirely – those protected still take 50% of the original damage, but the caster now only takes 25%.
  • Monster Lee’s Rapid Deconstruction now more consistently targets brittle players directly (i.e. gargoyles, revenants, and all species in statue-form) and is smarter about using more damaging wall types, when available.
  • Monster mesmerisation effects (including merfolk siren and merfolk avatar songs) now also daze all opposing monsters.
  • Monster Repel Missiles has been replaced with Deflect Missiles, which increases their effective EV against missiles by 24 (previously 15).
  • Monsters’ blindness resistance has been refactored: all sources of Blind outside of light effects, Enfeeble, and divine powers are limited to
    natural / demonic / holy monsters, while light can also work on undead and Enfeeble / most divine Blind effects ignore Blind resistance entirely.
  • Daze now makes monsters skip their actions until they take any damage, instead of giving them a 1-in-4 chance to skip each action (but last less time).
  • Removed monsters: giant cockroaches, Psyche.

Spells

  • Dazzling Flash has been renamed Gloom and moved from Hexes / Fire to Hexes / Necromancy. It is now silent.
  • Enfeeble now inflicts a new Diminished Spells debuff that lowers the target’s spellpower rather than inflicting antimagic.
  • Martyr’s Knell’s shade now has lower max HP and regeneration (to account for the improvement to Injury Bond), but higher AC and EV.
  • Both players and monsters failing to resist Petrification while already petrifying no longer instantly completes the Petrification, but Petrification is slightly more difficult to resist in exchange.
  • Silence no longer has an innate Stealth penalty.
  • Summon Horrible Things now increases the caster’s Doom rather than sometimes inflicting temporary Will- mutations.

Tiles and Other Art

  • New tiles for existing game elements:
    • Monsters: juggernaut simulacra, Maggie, Mara, Polyphemus, sky beast zombies.
    • Sprint specialties: flame-cult kobolds, witches, orb golems.
    • Spells: Confusion Gaze, Mass Regeneration, Vitrifying Gaze, Weakening Gaze.
    • Icons: light egos, frenzied, magnetized, sentinel’s mark.
    • Traps: Archmage’s trap, devourer’s trap, tyrant’s trap.
    • Features: exits out of Sewers + Bailies + the Desolation of Salt + the Crucible of Flesh, stairs to and from Zot:5.
    • Walls: Lair + Gloorx Vloq’s rock walls, Lair + Orc + Elf + Depths entry + Zot:5 + Ossuary + Zonguldrok’s Shrine stone walls, Vaults + Maxwell’s Workshop metal walls, Vaults + Depths crystal walls.
    • Floors: Lair, Elf’s Hall of Blades, Vaults hard vaults, Vaults:$, Zot entry vaults, Cerebov’s fortress, grassy vaults, crystal vaults.
    • GUI: exclusions.
  • New wall and floor tiles for vaults: stone magic shelves, magic crackling stone, vine-coated stone and tile floor, mystic pit floors.
  • New Formicid and caustic shrikes splash screen by YLam.
  • New Gozag and Vaults splash screen by LemurRobot.

We still have a couple weeks left of development for this release. So check out the commit list if you want to see new content and changes that make it in 0.34. Until next time, happy crawling!

0.33.1 Bugfix Release

We are pleased to announce the Dungeon Crawl Stone Soup: 0.33.1 bugfix release.

DCSS 0.33.1 features the following fixes:

  • Fix vampire form not having torment resistance.
  • Fix bat swarm form having torment immunity instead of torment resistance.
  • Fix breaking cursed items without a prompt when leaving slot-granting forms.
  • Fix sphinx and serpent forms having slot items fall off when changing temporarily to another form via lignification or polymorph.
  • Fix Dithmenos’ player shadow not having the same reach as the player when in aqua form.
  • Fix inconsistencies in handling of beam types:
    • The spells Chain Lightning and Stunning Bolt are now properly 33% resistable with rElec instead of only 25% resistable.
    • Mercury Arrow is now properly 25% resistable with rPois.
    • Stunning Bolt now checks half of AC like other elecriticy-themed spells.
    • Qazlal’s adaptive rElec is now properly triggered by Stunning Bolt.
    • Qazlal’s adaptive AC is now properly triggered by all ‘physical’ spell projectiles.
  • The Slick Slippers now prevent being bound by an ironbound beastmaster’s bolas.
  • Fix not being able to use Yredelemnul’s Light the Black Torch on a portal level like Necropolis if it had been used in a previous instance of that portal.
  • Don’t allow orbrun spawns in Okawaru’s Arena.
  • Remove erroneous extra placements of alderkings in Sprint IV.
  • 37 other bug fixes, interface improvements, and documentation updates.

Packages of DCSS 0.33.1 for Windows, OS X, and Linux are all available from the download page. You can also play it online on one of many servers across the world!

0.33 Tournament Results

The 0.33 tournament is over. On behalf of the Dev Team, many thanks to all the server admins, outside contributors, bug reporters, and to the many DCSS players who made the 0.33 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.33 games on the public servers.

Congratulations to EnegeticOcto (aka Lici the Crawler) for taking first place in the individual competition, with 112,658 points and 17 wins! Lici won the lowest turncount win (AtCj won in 11,106 turns), the fastest realtime win (a MiFi won in 25:47), had the second highest scoring game in the tournament (a GrEE with 84M points), and had the second most pacific run of the tournament (a SpEn with just 570 kills). Additionally, Lici took 2nd in the Combo Score category with species high scores for Gr and Dj, class high scores for EE, Ne, and Wn, and 8 combo high scores. Finally, and although this isn’t in a tournament category, it’s still impressive: Lici had the first win of the tournament, a MiFi of Gozag won 54 minutes, 17 seconds after tournament start.

Other big winners:

  • Flugkiller: 2nd place overall with 98,012 points and 15 wins. Flugkiller had the second fastest realtime win of the tournament (a MiFi won in 26:12) and the third highest scoring game of the tournament (a HuAl with 69M points).
  • tswn: 3rd place overall with 97,898 and 16 wins. tswn was first in the combo high score category with 4 species high scores (At, Mi, Ko, Tr), 5 class high scores (Br, CA, CK, Fi, Wr), and 13 combo high scores. They also had the 3rd lowest turncount win, a MiFi won in 12,013 turns, and got the second win of the tournament, a MiFi won 59 minutes, 46 seconds after tournament start.
  • questionabletactics: The longest win streak with 17 wins.
  • Sapher: Highest scoring win at 89M points with an ReSu that also set the all-time Revenant species high score.
  • Draconius: The player with the highest adjusted winrate of 91.67% and a true winrate of 100% with 11 GnIE wins.
  • WizardIke: The only player to collect all 24 tier 3 banners.
  • bookman: 1st place in the Nemelex’ choice category by winning 36 Nemelex’ Choice combos.
  • shadowrider38: Most pacific win, a SpEn with only 454 kills.

The clan competition was won by The Knights of B O (captained by EnegeticOcto) with 130,028 points and 1st in the clan high score, banner collection, fastest realtime win, and low turncount win categories. They also took 2nd in the clan combo high scores, win streak, and the most pacific win categories. In 2nd place was Cigotuvi’s Clown Car (captained by TheMeInTeam) with 127,455 points, 1st place in the Nemelex’ choice, win streak, and most pacific win categories, 2nd place in the banner collection, fastest realtime win, and low turncount win categories, and 3rd place in the combo high scores category. In 3rd place was The 27 Club (captained by particleface) with 116,732 points, 1st place in the combo high scores category, 2nd place in the Nemelex’ choice category, and 3rd place in the low turncount win and banner collection categories.

To close out, here are some overall tournament statistics (with the 0.32 numbers in brackets for comparison). 2944 non-bot players started a game at some point during the tournament; of those 2870 completed a game without quitting or leaving the dungeon sadly orbless. This definition of “player” (players who completed a non-boring game) is used for subsequent calculations and was used for the 0.32 statistics.

  • Players: 2,870 (0.32: 2,838)
  • Total player time: 32,484 hrs (0.32: 29,114 hrs)
  • Average player time: 11.32 hrs (0.32: 10.26 hrs)
  • Games played: 89,582 (0.32: 76,121)
  • Players who got a rune: 890 (0.32: 871)
  • 421 winners and 1428 wins (0.32: 421 winners and 1319 wins)
  • Win rate: 1.59% (0.32: 1.73%)
  • WebTiles win rate: 1.52% (0.32: 1.63%) / Console win rate: 4.06% (0.32: 5.43%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.33 release and tournament possible! The 0.34 season has begun, and a trickle of tweaks and bugfixes have already landed in trunk, with many more changes to come for this version. Also look for an important 0.33.1 bugfix release to made soon. That’s all for now, and until next time, happy crawling!

0.33 “Reforge Yourself”

We are pleased to announce the release of Dungeon Crawl Stone Soup: 0.33 “Reforge Yourself”!

DCSS 0.33 features a new magic school, two new playable species, twelve new talisman items, a new portal level, and many new and revamped monsters! For the complete list of these and the many other changes included in this version, see the release page here.

Packages of DCSS 0.33 for Windows, OS X, and Linux are all available from the download page. You can also play it online on one of many servers across the world!

The tournament starts today on Friday May 2nd, 8pm UTC and runs through Sunday May 18th, 8pm UTC, with all online 0.33 games counting towards your score. See the tournament page for more details, including how to join or setup a clan. Clans membership can be changed until Friday May 9th, 8pm UTC.

Many thanks to all those who have contributed to DCSS over the years. Thanks especially to the DCSS development team, whose contributions made 0.33 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.33 and a warm welcome to the first-time contributors.

Alejandro Ramirez, Alex Beloi, Alex Jurkiewicz, Aliscans, Antern, bobross419, Brian Faires, Brian Power, cadi, Charlie Gettys, CipHuK, croikle, Flugkiller, geekosaur, guillaume, Heinrich Ody, jjjingleheimer, Lexi Hattaway, LiciTheCrawler, Matthew Granstrom, mgdelmonte, MikeJHeg, Monkooky, NormalPerson7, Paperbell, perci, person50605, pyy156941, radio-gra, Robert J. Redelmeier, RypoFalem, Samantha Tobias, sdynet, Sean Dewar, SentientSupper, tianmaster, tuohy, William S., WizardIke, Yi Yang, yrdzrfxndfvh, Zen Liu

0.33 Tournament Page

Hello crawlers! We’re letting you know that the official 0.33 tournament page is online! The tournament will run for 16 days from 8pm UTC Friday, May 2nd to 8pm UTC Sunday, May 18th. Please bookmark the 0.33 tournament page and use this page to track your progress throughout the tournament. We have some minor rule changes planned and will update the tournament page as those changes are finalized. As we test the tournament scripts, you may see summaries of test data in the “Overview” page taken from recent 0.33 beta games. Don’t worry, we’ll reset everything before the tournament starts.

The 0.33 release will be made and announced either this Thursday or Friday. In the meantime, the 0.33 branch has been installed on most online servers. On these servers, you can configure your tournament clan in your RC files right now. Good luck in the tournament!

Note: The DCSS scoring pages probably won’t have 0.33 games added until after the tournament. During the tournament, scoring updates will be disabled to conserve resources on CAO. After the tournament, scoring will resume and all games not yet counted will be included. Game records are always permanently stored on each server where the game was played, so no data is lost.

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Trunk Update and 0.33 Tournament Announcement

Hello crawlers! The 0.33 development cycle is nearing a close, and we are pleased to announce a date of Friday, May 2nd, 2025, at 20:00 UTC for the sixteen day 0.33 release tournament. The feature freeze has started today, so we’ve stopped adding new content and will be making only balance tweaks and bug fixes over the next two weeks. A subsequent post will announce the official 0.33 tournament website, but please feel free to start organizing those tournament clans!

We haven’t had the time to post any trunk updates during the 0.33 development cycle, but that’s certainly not due to a lack of content! It would take a long time to go into detail on the past eight months of changes. Hence I’ve put the contents of the current changelog below for easier reading:

Highlights

  • New magic school + background: Forgewrights, building explosive constructs.
  • Two new species: poltergeists and revenants.
  • Twelve new talismans have been added, and Shapeshifters have been reworked.
  • Ghost vaults are moved into a game-long repeating portal, the Necropolis.
  • Yet more new monsters, decorations, and traps spread throughout the Dungeon.

Artefacts

  • New unrands:
    • The Crown of Vainglory, a +3 hat that grants two extra ring slots, but also makes entering floors wake up nearby enemies and temporarily prohibits stair use.
    • The fungal fisticloak, a +3 cloak that also takes up the hat slot, provides another gloves slot, and grants a confusion-branded auxiliary fungus attack.
    • The Justicar’s Regalia, a +5 scale mail that grants an extra amulet slot and gives allies summoned or created by the player the regeneration status.
    • The Skull of Zonguldrok, a talkative off-hand item that grants Reaping brand to one’s attacks and another hat slot (on the skull).
  • The macabre finger necklace now also grants +7 HP.
  • Randart weapons can now be Reaping branded, which now creates spectres.
  • -Cast on the Sword of the Doom Knight, Maxwell’s Patent Armour, and general randarts is replaced with *Silence, which inflicts a short-term silence on 1% of hits on the wielder.
  • +Invis, Harm, and Rampage artefact properties can now be found on talisman randarts.
  • Removed unrands: the Sword of Zonguldrok.

Branches, Environment

  • Ghost vaults have been moved into their own portal, the Necropolis.
    • Portals to the Necropolis can be found up to three times each game: once in D:5-15, Lair, or Orc; once in Swamp, Snake, Shoals, Spider, or Vaults; and once in Elf, Crypt, or Depths.
    • Each Necropolis contains three separate ghost vaults, which are still flavoured and tailored towards the branch a portal entrance is found in.
    • Another 10 ghost vaults have been added.
    • Pre-Lair ghost vaults have been somewhat nerfed, while rewards for many ghost vaults have been increased.
  • New traps, all of which activate when monsters or players step on them:
    • Archmage’s traps, which drain player mp and grant monsters empowered spells.
    • Devourer’s traps, which corrode players.
    • Harlequin’s traps, which grant monsters chaotic attacks.
    • Tyrant’s traps, which weaken players and grant monsters might.
  • New decorations:
    • Walkable: caches of baked goods, floral vases (sometimes broken), flower and garden patches, fountains of eyes, fur piles, infernal standards, mops and buckets (sometimes bloodied), mourning vases, and orcish standards.
    • Solid: enigmatic dynamos and nascence circuits.
    • Destructible: petrified flowers.
    • Walking over fountains now has a chance to produce flavour messages, varying based on the fountain, one’s god, and the absence of hostile enemies in sight.
  • Zot traps now can inflict blindness.
  • The last floor of Crypt now has a 30% chance to contain a sanguine talisman.
  • The clouds of degeneration in Alistair’s Party Mansion are now alcoholic mist, inflicting Vertigo.
  • The orb chamber on Zot:5 no longer has a chance to be completely blocked off by traps, and instead will deploy several of the above newer traps.
  • Frail pillars of rime can be found in Cocytus.
  • Ziggurats have even more exponential scaling for those doing multiple ziggurats.
  • Sprint VII (“The Pits”) has gotten major updates to balance and monster options, while Sprint V (“Ziggurat Sprint”) has had minor updates to the same.

Character

  • Stat drain has been removed.
    • Reaching 0 in any stat (through e.g. items or mutations) now solely makes the player permanently slow until their stats are raised again.
    • Undead players being malmutated now have their HP drained instead.
  • New skill: Forgecraft, used for Forgecraft spells. Most species have Forgecraft apts that are the same as their Summoning apts. Exceptions to this are Mountain Dwarves, Coglins, Yellow Draconians (all +2), Barachi (+1), Demonspawn, Felids, Poltergeists (all -1), Revenants, Minotaurs, and Tengu (all -2).
  • New background: Forgewright, which starts with a +0 hammer (a reskinned mace), a potion of magic, and a variety of Forgecraft spells.
  • Fighters now start with a second potion of might.
  • Shapeshifters now start with a quill talisman, three flux baubles, and a protean talisman, which can be used with 6 or more Shapeshifting skill to randomly transform it into a scarab, rimehorn, medusa or maw talisman. They keep their potion of lignification and start with 1 more Fighting skill.
  • Wanderers can now start with quill talismans, inkwell talismans, flux baubles, protean talismans, or any protean-tier talisman.
  • Reavers now start with knowledge of Rending Blade.
  • Summoners start with knowledge of Eringya’s Surprising Crocodile and Summon Seismosaurus Egg instead of Summon Blazeheart Golem or Lightning Spire.
  • New mutations:
    • efficient magic, making spells cost 1 less (to a minimum of 1 MP).
    • ephemeral shield, granting +7 SH briefly after spells and invocations.
    • poor constitution, inflicting Weak and then Slow on taking damage.
    • time-warped blood, hasting some of your allies when you fall below 50% health, and can only activate again after returning to full health.
  • Berserk players are now immune to fear.
  • Constructs the player makes with their own Forgecraft spells can be nonviolently deconstructed by pressing ctrl+[direction] while adjacent.
  • Fungus Form and Tree Form are both immune to sleep.
  • Paralysis, sleep, petrification, and vex status inflicted on the player all now share the same temporary immunity cooldown.
  • Penalties to body armour AC from talismans and the Deformed Body mutation are now also applied to the AC bonus from training Armour skill. To compensate, the AC penalties of Deformed Body and blade talismans have been reduced, and Naga and Armataurs have their Armour aptitudes increase by 1.
  • Removed mutations: deterioration.

Gods

  • Ashenzari’s curse of Companions now supports Forgecraft as well as its prior skills of Summoning and Necromancy.
  • Cheibriados worshippers are never hasted by potions of haste, and can’t enter penance by deliberately drinking potions of haste.
  • The wraths of Cheibriados and Trog have been simplified.
  • Dithmenos’s shadow mimic also works for Forgecraft spells, creating a shadow turret that can fire through allies.
  • Xom has received more adjustments:
    • Xom’s bazaars have more variety and are less common.
    • Polymorph and draining effects are less dangerous early on.
    • New actions: hyperbuff weak ally, burn webs.
  • All three good gods that care about injuring allies now consistently don’t care about injuring mindless non-living allies (like Forgecraft’s).

Interface and Options

  • Examining equipment and talismans now can show the changes to the player’s spell success chances for each spell if they switched to using that item.
  • Examining spellbooks in webtiles now colours spells according to their usability and whether or not one has the spell in their library.
  • Examining talismans now displays their upsides, downsides, and skill scaling in a more compressed format with additional details.
  • Spell range is now indicated with numbers instead of diagrams.
  • Default target-picking behaviour for spells, abilities, and items has been improved: it is now more consistent at avoiding the player or their allies when aiming harmful area effects and choose more sensible default aims for some utility effects.
  • Ranged autofight should no longer sometimes cast spells at invalid targets (such as Dispel Undead against living monsters in melee).
  • Casting ally-creating spells when there is no nearby room is now automatically cancelled, rather than wasting a turn and one’s MP.
  • Equipping an item that would require unequipping multiple other items (such as with going from a 1-handed weapon + shield to a 2-hander) no longer needs manual unequipping to work.
  • Players can no longer wield non-weapon items.
  • Equipment slots a player species doesn’t have access to no longer show up on the ‘%’ screen.
  • The autopickup menu no longer groups together rings and amulets.
  • The screen is now tinted blue during paralysis and grey during petrification.
  • Examining monsters shows if they can open doors.
  • Confusion on monsters no longer shares an icon with monsters being distracted.
  • Non-monster UI now darkens quote text and can rarely contain flavour text instead of just quotes.

Items

  • New weapon: partisans, uncommon one-handed polearms with higher base damage than demon tridents and the longest swing delay of any one-handed weapon.
  • Talisman skill thresholds have been reworked, with older talismans adjusted upwards in baseline stats for higher thresholds. The new tier summary is now:
    • Tier 1 talismans (old beast talisman): 0 skill minimum, 7 skill maximum
    • Tier 2 talismans (old flux talisman): 8 skill minimum, 14 skill maximum
    • Tier 3 talismans (blade talisman): 12 skill minimum, 20 skill maximum
    • Tier 4 talismans (granite talisman): 17 skill minimum, 25 skill maximum
    • Tier 5 talismans (storm talisman): 23 skill minimum, 27 skill maximum
  • New talismans:
    • Tier 1:
      • quill talismans, providing Quill Form. This melds all auxiliary equipment, but grants retaliatory quills damaging those who attack the player in melee.
      • inkwell talismans, providing Walking Scroll Form. This melds all equipment, increases all magic school skills scaling to one’s Shapeshifting, grants extra max mp, disables casting spells above level 4, and cuts one’s melee damage in half in exchange for a 50% to gain 1 MP on every hit.
    • Tier 2:
      • scarab talismans, providing Sun Scarab Form. This small form melds weapons and armour, carts around a solar ember that cleaves with fire attacks when scarabs attack, and grants Fire-exclusive spellcasting success bonuses.
      • rimehorn talismans, providing Rime Yak Form. This large form melds weapons and armour, makes adjacent walls deal cold damage over a short while on attacks, and grants Ice-exclusive spellcasting success bonuses.
      • medusa talismans, providing Medusa Form. This melds one’s head and cloak slots into a jellyfish, which inflicts poison on random nearby enemies on attacks and which petrifies poisoned enemies when falling to 60% health.
    • Tier 3:
      • spider talismans, providing Jumping Spider Form. This tiny form melds all armour and weapons, but gains Rampage, a small chance for melee to ensnare enemies, short-blade quality stabs, and a special un-aimed jump ability.
      • lupine talismans, providing Werewolf Form. This melds all auxiliary armour, grants a stacking slaying bonus on kills, gives a chance to howl on kills to lock enemies in immobile fear, and grants jumping attacks on afraid foes.
      • wellspring talismans, providing Aqua Form. This melds body armour, provides two extra squares of melee range (stacking with polearms and working with auxes), and granting an ability to waterstrike + waterlog nearby enemies.
      • fortress talismans, providing Fortress Crab Form. This melds all auxiliary armour, multiplies AC from body armour, and can breathe clouds of minorly-damaging, corroding and weakening rust.
    • Tier 4:
      • riddle talismans, providing Sphinx Form. These sphinxes can still wear cloaks and bardings (except for Felids), but meld all other armour and can’t wield weapons. Their unarmed strikes Airstrike their targets, they get major Hexes-exclusive spellcasting success bonuses, and their Hexes apply more easily to all susceptible foes.
      • hive talismans, providing Living Hive Form. This melds body armour and helm slots into a hive with high health + magic regeneration that also releases berserk curare-branded killer bees when the user is sufficiently wounded.
      • sanguine talismans, providing the living-undead Vampire Form. These vampires don’t regenerate with enemies visible, get vampiric attacks at 50% health, can raise a vampiric thrall when killing monsters with stabs, can transform into a swarm of bats that leave sleep-inducing clouds of bats, and have partial torment resistance.
  • Many other talismans have been adjusted:
    • Flux talismans have become stacks of flux baubles, which require less skill and deal more damage but each transformation lasts for only a finite amount of attacks instead of indefinitely.
    • Maw talismans have been lowered down a tier, with the maw dealing less damage and healing on kills for less HP, but can now break through body armour to reduce base AC by 75% instead of melding such entirely.
    • Serpent talismans now transform the user into a two-headed snake that can wear two hats (but no other equipment).
    • Granite talismans now apply a percentage EV penalty and provide additional strength in exchange for less unarmed base damage.
    • Dragon-blood talismans (now dragon-coil talismans) now transform non-draconians into golden dragons instead of fire dragons, changing the corresponding resists; they also get Draconian-style breath charges for a new tri-element breath, but deal less melee damage. Draconians also recharge their breath much faster in dragon form.
    • Talismans of death now uniquely require 26 Shapeshifting at minimum.
  • Talisman / randarts are notably more common throughout the game, with stones made less common in exchange.
  • Talismans no longer meld Gargoyle AC and resists unless they change substances entirely, and never meld away Spriggan move speed.
  • Beast talismans have been removed.
  • Acquirement now gives more out more talismans.
  • Acquirement gives less magical staves overall, but makes more randart staves.
  • Potions of degeneration are now of moonshine and solely inflict Vertigo.
  • Darts of dispersal are now darts of disjunction, which now repeatedly blink a target each turn for several turns and deal damage with each blink.
  • Experience-gated evokers now appear multiple times per game, stack up to a max of +5, and decrease the experience needed to gain charges with each stack.
  • Rings of slaying are no longer rarer than other rings.

Monsters

  • New monsters:
    • Alderkings, fae trees and necromantic masters of Depths.
    • Goblin riders, wvyern-taming cavalry for Bailies.
    • Fravashi, mid-tier warrior-summoning angels.
    • Ironbound Mechanists, dual-wielding forgewright coglins for Vaults.
    • Nekomata, self-cloning ranged cat demons for Pan.
    • Oni incarcerators, Manifold Assault users for Gehenna.
    • Sphinx marauders, masters of winds and minds for Shoals and Vaults.
    • Vampire bloodprinces, sleep-inducing lords of Crypt.
    • Wyrmholes, terrifying relocations drakes for Depths and rarely Zot.
  • Returning monsters:
    • hippogriffs, now nearly exclusive to bailies, now with both Warning Cry and a new damaging wind spell that slowly pulls enemies in.
    • ironbound beastmasters, now with a passive animal and slime hasting aura plus the ability to throw bolas to bind foes in place.
  • New uniques:
    • Nobody, a revenant made from countless forgotten souls, who can burn the memories of their deaths to both heal and change spellsets.
    • Sprozz, an early-game coglin forgewright who casts Clockwork Bee and Nazja’s Percussive Tempering and sometimes drops a Forgecraft spellbook.
  • Apises now have a passive aura that doubles the health of other monsters.
  • Arcanists now have more health and EV.
  • Ball pythons deal less damage.
  • Bennu deal more holy damage.
  • Blood saint and Mnoleg Call of Chaos now can temporarily double monster hp.
  • Monster deep elves and orc high priests now more consistently wear body armour, mostly gaining robes.
  • Creeping infernos now have a fairly large amount of health, move normally towards the player, and deal more damage when they explode.
  • Crystal echidnas deal more damage and are now speed 13.
  • Crystal guardians deal more damage.
  • Elementals in general now have animal intelligence instead of being mindless.
  • Endoplasms no longer have rPois.
  • Glowing orange brains are now unblindable.
  • Iron golems now have less health and EV.
  • Mummy death curses now more frequently drain hp, and the flat damage effects no longer check rTorment.
  • Mutant beasts count as chaotic.
  • Occultists now have more health and EV.
  • Player ghosts now respect the movement speed of their original species.
  • Quicksilver oozes have been renamed, rethemed, and retiled to void oozes.
  • Searing wretches can now swim across lava.
  • Simulacra can now always swim, regardless of their base type.
  • Sin beasts now come in duos in Pan.
  • Plain sphinxes are now “guardian sphinxes”, are stronger overall, and no longer appear in D or in Shoals.
  • Sky beasts lose electric damage and random invisibility to instead deal damage depending on the number of open spaces next to what they hit in melee.
  • Thermic dynamos and undying armouries reward more experience.
  • Water elementals and elemental wellsprings are now amorphous, gaining the same immunity to nets, constriction, and webs jellies have.
  • Mindless non-living monster allies consistently don’t get angry at the player for being hit, and do not disappear if they were summoned or constructed.
  • Removed monsters: quasits.

Species

  • New species: Poltergeists, ghostly trickster whirlwinds. Features:
    • They have the resists and immunities of being both undead and insubstantial.
    • They have six slots that can interchangeably wield auxiliary armour (hats, helmets, cloaks, scarves, gloves, or boots), but cannot wear body armour.
    • Whenever enemies are debuffed, they gain AC scaling to their XL.
    • At XL 13, they gain the ability to expand into a whirling cacophony, noisily animating each piece of armour worn into allies that try to stay close to the player and which can inflict random debuffs.
  • New species: Revenants, memory-burning mystic skeletons. Features:
    • Whenever they cast damage-dealing spells, they automatically attack a nearby monster with the highest health.
    • At XL 3, they start gathering memories from slain foes, charges they may burn away all at once to make that many damage-dealing spells cost 0 mp, be easier to cast while ignoring encumbrance penalties, and get extra power. Spell-activated automatic attacks during this also heal the player.
    • At XL 3, they also gain knowledge of a random level 1 destructive spell.
  • Formicids now may wield an additional pair of gloves.
  • Merfolk Long Blades apt is lowered from +2 to +1, and their Polearms apt is increased from +3 to +4.
  • Mountain Dwarf Summoning apt is lowered from 0 to -2.
  • Enhancer staves are now one-handed instead of two-handed for spriggans and kobolds.
  • Vampires and ghouls have been removed.

Spells

  • New spell school of Forgecraft: thematically a school of constructing bombs, cannons, and limited automata, mechanically a mostly-ally school more focused on direct damage and blasting than Summoning, and design-wise a new means of providing more cross-school spells and pivoting options.
  • New Forgecraft spells:
    • Kinetic Grapnel (L1 FC): A weak physical projectile connected to one’s weapon that guarantees the next melee attack hits and deals extra damage.
    • Construct Spike Launcher (L2 FC): Builds a spike launcher in a random adjacent wall, which launches spikes at random adjacent targets.
    • Launch Clockwork Bee (L3 FC): Targets a monster to wind up and ready a clockwork bee over several turns, which can be rewound up when it collapses.
    • Rending Blade (L4 FC / Conj): Temporarily transforms all of the caster’s mp into a blade that pierces through enemies whenever the caster attacks.
    • Nazja’s Percussive Tempering (L5 FC): A healing and buffing spell for Forgecraft summons that also produces an ally-avoiding physical explosion.
    • Alistair’s Walking Alembic (L5 FC / Alch): A summon that vents poisonous fumes as it attacks to brew various beneficial potion effects.
    • Fortress Blast (L6 FC): A highly-damaging blast that takes several turns to charge up and pins the caster in place, but which solely scales off of AC.
    • Forge Phalanx Beetle (L6 FC): A summon that always tries to stay by the caster’s side and protects them with an AC boost if adjacent.
    • Forge Monarch Bomb (L6 FC / Fire): Creates a bomb factory that launches bomblets on top of enemies, both of which only detonate on recast.
    • Diamond Sawblades (L7 FC): Places up to four sawblades on diagonals around the caster that shred everything around them each turn.
    • Splinterfrost Shell (L7 FC / Ice): Raises up several sturdy walls around the player that fire off as heavily damaging icicle salvos if broken.
    • Platinum Paragon (L9 FC): A metallic apotheosis of a single ally that replicates a given artefact weapon, blocks attacks for the caster, does extra attacks with player attacks, and can hit large areas by recasting the spell when charged-up.
  • The following spells have moved to Forgecraft:
    • Summon Lightning Spire: now “Forge Lightning Spire”, Summ/Air -> FC/Air.
    • Summon Blazeheart Golem: now “Forge Blazeheart Golem”, Summ/Fire -> FC/Fire.
    • Animate Armour: now “Awaken Armour”, Summ/Earth -> FC/Earth.
    • Iskenderun’s Battlesphere: L5 Conj -> L4 FC/Conj.
    • Hoarfrost Cannonade: Alch/Ice -> FC/Ice.
    • Spellforged Servitor: now “Spellspark Servitor”, Summ/Conj -> FC/Conj.
    • Hellfire Mortar: Fire/Earth -> FC/Fire/Earth.
  • New other spells:
    • Eringya’s Surprising Crocodile (L4 Summ): Creates temporary shallow water and a lunging crocodile all at once to drag an enemy and the caster back.
    • Summon Seismosaurus Egg (L4 Summ / Earth): Creates an egg that will hatch into a mighty dinosaur if the caster stays next to it with visible enemies.
    • Detonation Catalyst (L5 Fire / Alch): Gain a buff that makes non-cleaving melee attacks explode for damage scaled to damage dealt, avoiding allies, and which lasts for very little time if the user stops attacking.
    • Sphinx Sisters (L7 Summ / Hexes) that summons a pair of riddling sphinxes, one guardian and one maurader, to debilitate the enemies with hexes and batter them with violent winds.
  • Spell changes:
    • Awakened Armours now equip a replica of the body armour they’re echoing.
    • Battlespheres last longer at lower spell power, are better at pathing towards their target, and will target the most proportionally damaged foe if possible.
    • Ensorcelled Hibernation’s sleep no longer can be interrupted by noise or failing stealth checks, and has a slightly higher minimum duration.
    • Hellfire Mortar now scales heavily with spellpower, deals more damage, has longer mortar range, and pushes back singular flying foes.
    • Lightning Spires now target the furtherest-away foe, if possible.
    • Maxwell’s Capacitive Coupling can no longer be started without a visible monster in sight of the caster.
    • Maxwell’s Portable Piledriver can now be aimed and can push a connected line of lined-up enemies all at once.
    • Mephitic Cloud is now flavoured as throwing a non-damaging flask of fumes.
    • Mercury Vapours is now Poisonous Vapours, moved to level 1, no longer inflicts Weak, inflicts less poison status, and deals a small amount of flat
    • AC-ignoring damage against targets without rPois.
    • Permafrost Eruption’s damage has been lowered.
    • Rimeblight now chains to two other targets on cast and now reliably spreads on death instead of also spreading through its explosions.
    • Sculpt Simulacrum’s simulacra now attack the turn they finish forming.
    • Sting is now Mercury Arrow, moved to level 2, no longer inflicts the poison status (but still partially checks rPois), and gains Mercury Vapours’ previous HD-check area-of-effect Weak status.
    • Summon Horrible Things now has a chance to inflict a Will-lowering temporary mutation with each cast.
    • Teleport Other is now smite targeted.
  • Spells that can’t miss are no longer affected by player blindness debuffs.
  • Monstrous Menagerie is removed as a player spell, but is still used by Kirke.

Tiles and Other Art

  • New tiles for existing game elements:
    • Abilities: Accepting Makhleb’s infernal marks.
    • Features: altars to Fedhas, altars to Xom, caches of meat, granite statues in Depths and Zot.
    • Items: all forms of leather armour.
    • Monsters: apises, boggarts, brain worms, creeping infernos, culicivora, great orbs of eyes, living spells, ophanim, rakshasa, scrub nettles, shapeshifters and glowing shapeshifters, sky beasts, all tengu types.
    • Mutation icons: big wings, demonspawn demonic touch, mp-powered wands, screaming, subdued magic, tendrils, pseudopods, wild magic.
    • Plants, both regular and withered.
    • Player dolls: Coglins.
    • The prune curse from the glaive of Prune.
    • Ru sacrifices: sacrificed eye, sacrificed hand.
    • Species passives: barachi hops, demigod divine attributes, djinn flat hp, human explore regen, mertails.
    • Spell components: Hoarfrost Cannonade, Hellfire Mortar.
    • Spell icons: Blazeheart Golem, Dazzling Flash, Fulsome Fusillade, Hellfire Mortar, Hoarfrost Cannonade, Lightning Spire, Magnavolt, Permafrost Eruption, Spellspark Servitor, all remaining monster-only spells.
    • Starting screen icons: high scores.
    • Unrands: the robe of Augmentation, Brilliance and its brand, Firestarter, Punk’s acid brand, the robe of Folly, the sword of the Doom Knight, and the toga “Victory”.
    • Visual effects: airstrike, draining gaze, doom howl, entropic weave, fire storm, fulsome fusillade, ice blasts, magma, manifold assault, mephitic cloud, mystic blast, potion petition, sap magic, sentinel’s mark, wand of warping.
    • Walls: Vaults and Trove rock.
  • Pandemonium now has unique stone wall tiles for regular floors and unique wall tiles for each of the unrand Pan lord vaults.
  • Gehenna now has unique stone wall tiles.
  • Depths and Zot now have unique metal wall tiles.
  • Webtiles now has the banishment animation offline tiles uses.
  • New oni splash screen by benadryl.

That’s all for now, so until the next update, happy crawling!

0.32 Tournament Results

The 0.32 tournament is over. On behalf of the Dev Team, many thanks to all the server admins, outside contributors, bug reporters, and to the many DCSS players who made the 0.32 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.32 games on the public servers. The only major rule change compared to the 0.31 tournament is that the Ziggurat category scoring was capped at 5 completed zigs. Zigs completed past 5 are still displayed for bragging rights, of course!

Congratulations to Flugkiller for taking first place in the individual competition, with 114,782 points and 27 wins! Flugkiller won the most Nemelex Choice combos (19), got all tier 3 banners, one of only two players to do this, and took 1st in the Piety category. He also got the second-fastest real-time win, a MiFi won in 00:24:58, and won the second-highest scoring game, an AtCj with 74M points.

Other big winners:

  • TheMeInTeam: 2nd place overall with 97,543 points and 22 wins. TheMeInTeam tied for the longest win streak of the tournament with 10 wins, and was 2nd in Nemelex Choice combos (18 wins) and Piety categories. He was also 2nd in the Combo High Scores category, with species high scores for Coglin (CoWn) and Kobold (KoCa), the Hexslinger class high score (MDHs), and high scores for 8 combos in total.
  • BerryKnight: 3rd place overall with 93,883 points and 11 wins. They won the 2nd most pacific game of the tournament, a MiFi with just 1044 kills, and took 3rd in the Combo High Scores category with a DgSh that took the Dg species and Sh class high scores and the Na species high score.
  • TallOdds (aka CarefulOdds): Tied with TheMeInTeam for the longest win streak with 10 wins.
  • Sapher: Highest scoring win at 98M points with an FoEE that also set the all-time Formicid species high score!
  • p0werm0de: Fastest realtime win with a 0:24:57 MiFi.
  • acrobatsimulacrum: The only other player along with Flugkiller to collect all 24 tier 3 banners.
  • RepoMan: 1st place in the Combo High Scores category with 6 species and 6 class high scores. Legends say that RepoMan won all these games using Wu Jian and a certain wiki guide.
  • zran (aka narz): Lowest turncount win, a GnEE won in 11,445 turns.
  • sentinel: Most pacific win, a TrDe with only 964 kills.
  • qw (bot): The third win of the tournament, a GrFi of Okawaru won in only 8 attempts. A 12.5% winrate is very good for qw and represents a combination of good luck and recent improvements to its code.
  • The first three wins of the tournament were by EnegeticOcto (a MiFi in 0:54:59), tempest (a MiBe in 1:37:22), and qw (a GrFi in 1:50:46).

The clan competition was won by XOMS CoCKtail Party (captained by EnegeticOcto) with 131,548 points. They bested the 2nd place clan in the Combo High Scores (1st overall), Best High Score (1st overall), Fastest Realtime Win (2nd overall), Lowest Turncount win (1st overall), Most Pacific win (1st overall), Banner Collection (tied for 1st overall), and Piety (1st overall) categories. In 2nd place was Artifact Hats Only – Cosplay (captained by TheMeInTeam) with 117,174 points, 1st place in the Streak Length and Nemelex Choice categories, 2nd place in the Piety and Banner Collection categories, and 3rd place in the Fastest Realtime Win category. In 3rd place was TeamSplat (captained by Mandevil) with 98,358 points and 2nd place in the Most Pacific Win category.

To close out, here are some overall tournament statistics (with the 0.31 numbers in brackets for comparison). 2,904 non-bot players started a game at some point during the tournament; of those 2,838 completed a game without quitting or leaving the dungeon sadly orbless. This definition of “player” (players who completed a non-boring game) is used for subsequent calculations and was used for the 0.31 statistics.

  • Players: 2,838 (0.31: 2,728)
  • Total player time: 29,114 hrs (0.31: 30,498 hrs)
  • Average player time: 10.26 hrs (0.31: 11.18 hrs)
  • Games played: 76,121 (0.31: 71,851)
  • Players who got a rune: 871 (0.31: 861)
  • 421 winners and 1319 wins (0.31: 454 winners and 1367 wins)
  • Win rate: 1.73% (0.31: 1.90%)
  • WebTiles win rate: 1.63% (0.31: 1.85%) / Console win rate: 5.43% (0.31: 3.59%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.32 release and tournament possible! The 0.33 season has begun, and changes are already commit storming in. In the development branch, you can already try out several new player mutations, experience new and reworked Pandemonium monsters (both holy and demonic), and see some awesome new tile art! Also look for an important 0.32.1 bugfix release to made this week. That’s all for now, and until next time, happy crawling!

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0.32 “Gods and Makers”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.32 “Gods and Makers”!

DCSS 0.32 features redesigns of four gods, two new playable species, eleven new spells, many new and revamped monsters, as well as new decorations throughout the Dungeon! For the complete list of these and the many other changes included in this version, see the release page here.

Packages of DCSS 0.32 for Windows, OS X, and Linux are all available from the download page. You can also play it online on one of many servers across the world!

The tournament starts on Friday August 30th, 8pm UTC and runs through Sunday September 15th, 8pm UTC, with all online 0.32 games counting towards your score. See the tournament page for more details, including how to join or setup a clan. Clans membership can be changed until Friday September 6th, 8pm UTC.

Many thanks to all those who have contributed to DCSS over the years. Thanks especially to the DCSS development team, whose contributions made 0.32 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.32 and a warm welcome to the first-time contributors.

910rd, Alex Jurkiewicz, Aliscans, Andrew O’Neill, bjiorn, caryoscelus, Christopher Partin, Chuck Sellick, CipHuK, DevJac, elliottbernstein, geekosaur, grumposus, Isaac Clancy, Lexi Hattaway, mainiacjoe, mgdelmonte, michaelhunter27, Monkooky, NormalPerson7, orjb1, Quinten Konyn, RypoFalem, Rytis Petronis, Sean Dewar, SentientSupper, Wizard Ike, yrdzrfxndfvh, Zhang Kai

New Crawl Servers and a Possible Server Retirement

Greetings, Dungeon Crawlers, as I once again bring you important server information!

We have a new server hosted in South Korea at crawl.nemelex.cards, known officially as CNC. This server is owned by ASCIIPhilia, who has worked with us to make addition of a new server as painless as possible. This server uses a snapshot of the CPO user database from June 19th, 2024 as its starting user database, which means users already registered on CPO at that time won’t have to re-register on CNC. Please see the the drop-down instructions at the top of the CNC lobby for detailed instructions on dealing with any account conflicts. On the CNC lobby page you’ll also find a link to the CNC chat Discord as well info on an improved version of the famous multi-purpose WebTiles extension module that ASCIPhilia developed for CWZ. Many thanks for ASCIIPhilia for generously hosting our newest official server!

Speaking of CWZ, unfortunately it suffered an SSD failure and is offline until further notice. Although the CWZ owner and admin, hong, is trying to have the server’s data recovered, it’s not clear if or when that will be completed. In any case, many thanks to hong for hosting CWZ, which has supported the South Korean DCSS community for over nine years! If CWZ does ever make a triumphant return, we’ll be sure to let you know. Regardless of this, CNC will continue to exist as its own independent server.

Next, XTAHUA IS REJOICING because CXC has a new owner and admin that has migrated all data to a new host! Many thanks to melvinkitnick for providing the new server long-term and for working with Namanix, the previous owner and admin, to migrate the data. This transition should be seamless for CXC users, since the user database, morgues, ttyrecs, etc were all copied over from the old host. And of course, many thanks to Namanix for providing a host for CXC for almost 5 years!

Unfortunately, the CPO server may be going offline in October unless a new owner can come forward and provide a replacement server. The CPO owner and admin, chequers, is able to provide the current server as-is as well as transfer the hostname to a new admin who’s willing provide the funding and has the necessary technical expertise. See the CPO Lobby Page for further details. Many thanks to chequers for hosting CPO and supporting the Australian and Oceania DCSS community for 10 years!

Finally, a quick note that all games from CDI and CNC are now finally integrated into CAO Scoring. If you have games on any official server that aren’t showing up in the score pages, please let us know in #crawl-dev on Libera or in the Roguelikes Discord. That’s all I have for now, so until next time, happy crawling!

CDI is Now Official and CKO is Going Offline

Greetings Dungeon Crawlers! The official crawl.kelbi.org server, also known as CKO, is going offline tomorrow. Many thanks to floraline for generously hosting what was often our busiest crawl server since 2018! Additionally, floraline contributed several aspects to WebTiles configuration that continue to be used by other official servers to this day. Your CKO game records will of course continue to be available in Sequell and CAO scoring. We also have a new long-term home for your CKO morgue files. Those should become accessible at the new host in the next couple weeks, after which Sequell and CAO scoring will point to the new morgue URLs for all past CKO games.

Speaking of official servers, I’m upgrading the development server crawl.dcss.io aka CDI to become official! We’re using the cbro.berotato.org aka CBR2 account db as the starting db for CDI’s accounts. Players who were already registered on CBR2 as of Friday March 30 can log into CDI with their CBR2 credentials, otherwise please register a new account on CDI. Users migrating from CKO should see very similar latency, since CDI is hosted in the same New York City data center where CKO was located.

Finally, I’ve set up a Patreon to help cover hosting costs for CDI. Head over there for more details, and thanks for any support you can provide! Observant gizmo inventors might notice qw trying out the new Coglin species in trunk on CDI at some point soon. And who knows what kind of memes one might eventually find on our newest server? As always, happy crawling!

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0.31 Tournament Results

The 0.31 tournament is over. On behalf of the Dev Team, many thanks to all the server admins, outside contributors, bug reporters, and to the many DCSS players who made the 0.31 release and tournament possible!

For 16 days, players could compete for tournament points and banners by playing 0.31 games on the public servers. The only major rule changes compared to the 0.30 tournament were the addition of a Gem Collection category, making Uskayaw’s banner be based on gems, and allowing Felids to win the Ruthless Efficiency banner.

Congratulations to Sergey,  for once again taking first place in the individual competition, with 115,521 points and 16 wins! Sergey got the most points for combos won, with species high scores for HO and Hu, and class scores for Hu and Wn, won the most pacific game (a SpEn with only 421 kills), achieved an 8 win streak (3rd best overall), a 64M HuEE high score (3rd best overall), collected 17 tier 3 banners, and won 6 Nemelex’s Choice combos.

Other big winners:

  • Wizard1ke: 2nd place overall with 106,191 points and 28 wins. Wizard1ke was the only player to collect all 24 tier 3 banners, and had the most points in the piety category, reaching max piety with 21 gods and winning with 21 gods. They also got the second most points for combos won, including the Te, Dj, and On species high scores, and won 13 Nemelex Choice combos.
  • Flugkiller: 3rd place overall with 99,209 points and 13 wins. He got a 0:25:20 realtime MiFi win (2nd overall), collected 19 tier 3 banners (2nd overall), won a TrFi in only 14,063 turns (3rd overall), got a 7 win streak, and won 6 Nemelex Choice combos.
  • TheMeInTeam: Longest win streak with 19 wins and highest in the winrate category (won 22 of 23 games played).
  • Sapher: Highest scoring win at 91M points with an OpEE.
  • EnegeticOcto: Fastest realtime win with a 0:22:48 MiFi.
  • qw: Fastest realtime win by a bot with a 0:10:50 DjHu. qw won 3 games this tournament, including first ever wins of Dj and Dg (with DgHu). It also got 3 runes twice this tournament with SpHu.
  • zran: Lowest turncount win with an AtCj winning in 10,274 turns.
  • bookman: 23 Nemelex’s Choice wins, the most in the tournament.
  • The first three wins of the tournament were by FlugKiller (a MiFi in 0:46:25), ShadowRider38 (a MiFi in 0:41:59), and p0werm0de (a MiFi in 0:27:52; 3rd fastest realtime win overall!).
  • The last win of the tournament was by sewnkin, an OnEE that ascended 14 seconds before the end of tournament.

The clan competition was won by Retired Ogres Bocce Club (captained by EnegeticOcto) with 132,494 points. They bested the 2nd place clan in the Combo High Scores (1st overall), Best High Score (1st overall), Fastest Realtime Win (1st overall), Most Pacific Win (1st overall), Fastest Realtime (1st overall), Low Turncount (1st overall), Banner Collection (tied for 1st overall), and Piety (1st overall) categories. In 2nd place was The TeAM in MeEE-Cosplay(captained by TheMeInTeam) with 102,015 points, and first place in the Streak Length category, and 2nd place in the Piety and Nemelex Choice categories. Not far behind in 3rd place was Harold and a Few Mara Go to Wight Castle (captained by Wizard1ke) with 98,358 points, and 2nd place in the Combo High Scores, Best High Score, Low Turncount Win, and Most Pacific Win categories.

To close out, here are some overall tournament statistics (with the 0.30 numbers in brackets for comparison). 2,817 non-bot players started a game at some point during the tournament; of those 2,728 completed a game without quitting or leaving the dungeon sadly orbless. This definition of “player” (players who completed a non-boring game) is used for subsequent calculations and was used for the 0.30 statistics.

  • Players: 2,728 (0.30: 2,708)
  • Total player time: 30,498 hrs (0.30: 30,426 hrs)
  • Average player time: 11.18 hrs (0.30: 11.24 hrs)
  • Games played: 71,851 (0.30: 69,571)
  • Players who got a rune: 861 (0.30: 926)
  • 454 winners and 1367 wins (0.30: 454 winners and 1433 wins)
  • Win rate: 1.90% (0.30: 2.06%)
  • WebTiles win rate: 1.85% (0.30: 1.94%). Console win rate: 3.59% (0.30: 6.18%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.31 release and tournament possible!

The 0.32 season has begun, and changes are already in motion. We have two online experimental branches that implement a new Steel Elf species and redesigns the gods Beogh and Yredelemnul. The Legends Say that Watch this space for further information as the 0.32 trunk update posts begin to flow. Until next time, happy crawling!

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0.31 “The Alchemy of Forms”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.31 “The Alchemy of Forms”!

DCSS 0.31 features some major spell school and starting background changes, a variety of new spells, many dangerous new monsters, and some major species changes.

The Transmutations forms spells have been moved into talisman items, which allow permanently shifting into forms based on the new Shapeshifting skill. The remaining Transmutations spells and the Poison Magic spells have been merged into a new Alchemy school. The Shapeshifter and Alchemist starting backgrounds replace Transmuter and Venom Mage, respectively. To support these changes, this release adds 4 new spells, sees 7 spells reworked into improved replacements, and has many tweaks to the levels and schools. In fact it’s a bit too much for me to write up as we’re getting ready for tournament! So please check out the “Spells” section of the release for full details.

The new Oni species replaces Ogres. Oni love a good drunken brawl, gaining double effect when drinking any potion that restore HP or MP, and also perform an immediate cleaving melee attack. They are otherwise similar to Ogres, but also have horns and some increased apts. Starting at XL 7, Armataurs now regenerate HP and MP while rampaging. They also lose their double potion effect, and no longer read scrolls slowly. Felids now have an extra life at XL 1 and don’t lose XLs when dying. Tengu have an inherent acrobat effect (like the amulet) at XL 1, and gain 4 EV at XL 7 instead of gaining an EV bonus and fast movement. Humans gain the exploration healing effect formerly found on Meteorans, which are no more. Instead, players of any species can now rush to find gems stashed at the end of many branches as achievement items.

Download DCSS 0.31 here or play it online on one of many servers across the world! Packages for Windows, OS X, and Linux are available now. See the full list of changes on the release page here.

The tournament starts on Friday January 19th 8pm UTC and runs through Sunday February 4th 8pm UTC, with all online 0.31 games counting towards your score. See the tournament page for more details, including how to join or setup a clan. Clans membership can be changed until Friday January 26th 8pm UTC.

Many thanks to all those who have contributed to DCSS over the years. Thanks especially to the DCSS development team, whose contributions made 0.31 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.31 and a warm welcome to the first-time contributors. (Let us know if someone is missing, this data is tricky to collect in bulk!)

910rd, aedyr, AlexanderPosch, Aliscans, Alvin, Anabel, Antal Spector-Zabusky, CipHuK, cureja, DevJac, geekosaur, Jared Miller, kippig, laserbat, MainiacJoe, mgdelmonte, Monkooky, Nephila Hirsch Oliveira, NormalPerson7, orjb1, Perren Yang, Quinten Konyn, Roadster Tracker, Rosstin Murphy, RypoFalem, Rytis Petronis, sandertyu, sdynet, Sean Dewar, Sebastian Zivota, Skrybe, yrdzrfxndfvh, Zhang Kai

0.31 Tournament Page

Hello crawlers! We’re letting you know that the official 0.31 tournament page is online! The will run from Friday January 19th, 8pm UTC to Sunday February 4th, 8pm UTC. Please bookmark the 0.31 tournament page and use this page to track your progress throughout the tournament. We have some rule changes planned and will update the tournament page with any changes. As we test the tournament scripts, you may see summaries of test data in the “Overview” page taken from recent 0.31 beta games. Don’t worry, we’ll reset everything before the tournament starts.

The 0.31 release which will be made and announced either this Thursday or Friday. In the meantime, the 0.31 branch is being rolled out to our online servers. Servers CBR2, CKO, and LLD all have it available, with more to come soon! You can configure your tournament clan in your RC files right now on one of those three servers, or simply wait until your favorite official server has 0.31 installed. Finally, we’re finishing up one last belated Trunk Update to fill you in on the torrent of changes we had in December. So stay tuned, and good luck in the tournament!

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