ninjamaster1991
2013-07-31, 09:01 PM
Having downloaded the most recent version of the roguelike named Dungeon Crawl Stone Soup, or Crawl v (12.2), I've decided to humiliate myself in front of the entire internet by posting the horrific deaths of reader-created characters. Without further ado, let's begin!
http://i.imgur.com/6NKhFMg.png
This is the title screen. Beware, for it heralds the doom of many characters.
http://i.imgur.com/OzfEaLK.png
Now is our first choice: Which game mode, which race, and which class to play as. Brief descriptions of each are in the spoiler below.
Game Modes:Dungeon Crawl: This is the main game, and it's essentially your standard roguelike, similar to Nethack and ADOM. It has randomized levels populated with random creatures.
Tutorial for Dungeon Crawl: This is pretty self-explanatory. It's an easy version designed to give you basic knowledge of the game. It's not a good option for a LP, it's better if you just download the game and play it yourself.
Hints Mode for Dungeon Crawl: The mode between the Tutorial and the basic Dungeon Crawl. More advanced hints, but I still wouldn't recommend it for here.
Dungeon Sprint: To quote from the game, it's a
Hard, fixed level game mode Yeah, that sums it up pretty nicely.
Zot Defence: It's an unholy hybrid of a roguelike and a tower defence game. It's surprisingly fun.
Instructions: Instructions. Not a game mode, it's just instructions that you can bring up in-game..
Arena: If you ever wondered whether the Lernaean Hydra would beat twenty Sigmunds or not. (Spoiler alert: It won't.)
Races:
http://i.imgur.com/6miWyWN.png
Human: Your generic human. Jack of all trades, master of none. You know the drill. They do level up fast, though.
High Elf: Slightly worse than Humans at everything than magic, but much better at using spells, High elves level up rather slowly.
Deep Elf: They're an exaggerated high elf, being a worse fighter, but better at magic.
Sludge Elf: Essentially drow, Sludge Elves are better at poison magic and stealth. They level up slower than humans, but faster than the other two elves.
Deep Dwarf: They don't regenerate health naturally, but they take slightly less damage per hit, map an area around them over time, and can charge wands, albeit at a *permanent* cost to their MP. Not a beginner race.
Hill Orc: They're good at close combat, and are mediocre at 'blasty' magic, but aren't great at much else.
Merfolk: They're good at Polearms and Ice magic. They can also swim, which is a lifesaver in many situations. They aren't bad sneaks either.
Halfling: They mutate less often, and are better at sneaking than humans, but they can't use many of the bigger weapons. They level up as fast as humans.
Kobold: They're carnivorous halflings. Next.
Spriggan: They're the stealthiest, very fast, hunger *very* slowly, and have as much MP as Deep Elves. However, they can only eat fruit (a major downside), are too small to wear most armor, and are fragile. Very specialized.
Naga: One of my personal favorite races, nagas are just as stealthy as Spriggans, tougher than most races, can spit poison (and are poison resistant), and, later on, get bonus AC and a constrict attack. They move very slowly and aren't very good at wearing armor, though.
Centaur: They're almost as fast as a Spriggan, and excellent at archery. However, they need to eat more, and sub-par at everything else.
Ogre: They're great at punching things, but not much else. They can eat rotten meat, though.
Troll: They're better than ogres at fighting, especially using their claws, but awful at everything else. They also get hungry several times as fast as every other race. They can't wear most armor, either.
Minotaur: Yet another melee-focused race. Fortunately, Minotaurs are more well-rounded then Ogres and Trolls, especially at using weapons.
Tengu: They're fragile, and good at offense, but not very hardy, and they aren't as good at Invocations. They learn to fly, at first temporarily, but later permanently.
Draconians: They can't wear body armor due to their wings, but, at level 7, they gain a color and specialize.
Demigods: They have better stats, HP, and MP than humans, and have good skills, but they level up slowly and can't worship any gods.
Demonspawn: They can't worship any of the three 'Good Gods', and have lower stats than Demigods, but they get random mutations as they level up.
Mummy: They're a unique race. They're resistant to cold and weak to fire, they're immune to unholy torment (a big problem in the endgame), and don't need to eat or breathe, but they can't drink potions.
Ghoul: They can eat (and prefer to eat) rotten meat, and get healed for doing so, but they slowly lose maximum health instead of getting hungry.
Vampire: The third race tied for most stealthy, vampires drink blood instead of eating food, and they become more or less alive with their level of thirst.
Felid: They're sentient housecats that are banned from a long list of items, but they gain an extra life every few levels and are surprisingly good fighters and sneakers.
Octopode: They gain a bonus to stealth that scales with level, and can wear 8 rings in exchange for their inability to wear armor. They can swim, too.
Classes:
http://i.imgur.com/i7exDzv.png
Classes are divided into 5 categories, each of which are different. Class matters a lot less than race, so these descriptions are much more true in the early game.
Warrior
These are the mundane classes, and some of the more beginner-friendly ones.
Fighter: The heavy-armor melee class. They get a large bonus to armor, and have a choice of a small list of weapons.
Gladiator: The light-armor melee class. They can throw, and get nets, spears, and some leather armor.
Monk: The no-armor melee class. They subsist on punching things, and can fight naked. They also get bonus piety with the first god they worship, which can be a boon.
Hunter: They obligatory ranged weapon class. They can have a bow, crossbow, javelins, or a sling. I haven't tried it very often, but getting enough ammo is an issue with this clas.
Assasin: The stealth-and-stabbing class. That's it.
Adventurer
The "Other" category. There are only two classes here, neither of which are for beginners.
Artificer: They start out with three wands: Fireball, Enslavement, and Random Effects. The wands are good panic buttons, but levels 1-5 are fairly hard.
Wanderer: Their equipment and skills are completely random. There's not much more to say about it.
Zealot
These classes all start with a god, and have some god-given powers. Most of them have some fighting ability as well.
Berserker: Berserkers worship Trog, who gives the ability to rage, turn spellbooks into pillars of fire, summon allies, and gives anti-magic weapons. A good fighting class to start, with their own built-in panic button.
Abyssal Knight: They worship Lugonu, the eldrich god whose powers generally have to do with the Abyss.
Chaos Knight: Chaos Knights worship Xom, who is the RNG personified, and isn't the class you run to survive. Seriously. You will die with it.
Death Knight: They're fairly self-explanatory, as they punch people until they die, then animate the corpse to help fight. They worship YasIhaveanunpronounceablename the Dark.
Priest: There isn't much to say about them- they don't get amazing abilities early on, and I haven't played them enough to get into the late game.
Healer: Healers are unorthodox, as they heal creatures to gain XP instead of killing them. They certainly seem unique, but, again, I haven't played them enough to make a more informed decision.
Warrior-Mage
They're basically gishes. They have some fighting capabilities, and some magic abilities.
Skald: They're part buffer, part fighter. Not a bad class.
Transmuter: As a gish monk, they transform part or all of themselves into different creatures like spiders, dragons, and statues, and fight unarmed like that.
Warper: Warpers teleport to enhance their sneaking skills.
Arcane Marksman: They have bows, and they use spells to kill enemies harder with their bows.
Enchanter: An enchanter is the debuffer to the Skald's buffer. They're better against single enemies, but worse against crowds.
Mage
These are your generic squishy wizards that you all know and have mixed feelings towards. I won't go into much detail with these, because they're all fairly self-explanatory.
Wizard: They're the squishiest of all, but they have massive MP pools.
Conjurer: They're the blastier cousins of wizards.
Summoner: They summon creatures to do the fighting for them.
Necromancer: They use unholy energy to kill things, then animate the remains as their servants.
Fire Elementalist: The counter to the Ice Elementalist, They generally use excessive flaming force to kill things.
Ice Elementalist: They have a more versatile spell list than Fire Elementalists, with a side of debuffs and protection.
Air Elementalist: Your friendly neighborhood spiderman crowd-controller
Earth Elementalist: A combination of brute force and utility, Earth spells don't usually have long ranges, but they do bypass resistances.
Venom Mages: You cause damage over time. That's it. If something's poison immune, you're fairly screwed.
So, how do you want to die a horrible death?
http://i.imgur.com/6NKhFMg.png
This is the title screen. Beware, for it heralds the doom of many characters.
http://i.imgur.com/OzfEaLK.png
Now is our first choice: Which game mode, which race, and which class to play as. Brief descriptions of each are in the spoiler below.
Game Modes:Dungeon Crawl: This is the main game, and it's essentially your standard roguelike, similar to Nethack and ADOM. It has randomized levels populated with random creatures.
Tutorial for Dungeon Crawl: This is pretty self-explanatory. It's an easy version designed to give you basic knowledge of the game. It's not a good option for a LP, it's better if you just download the game and play it yourself.
Hints Mode for Dungeon Crawl: The mode between the Tutorial and the basic Dungeon Crawl. More advanced hints, but I still wouldn't recommend it for here.
Dungeon Sprint: To quote from the game, it's a
Hard, fixed level game mode Yeah, that sums it up pretty nicely.
Zot Defence: It's an unholy hybrid of a roguelike and a tower defence game. It's surprisingly fun.
Instructions: Instructions. Not a game mode, it's just instructions that you can bring up in-game..
Arena: If you ever wondered whether the Lernaean Hydra would beat twenty Sigmunds or not. (Spoiler alert: It won't.)
Races:
http://i.imgur.com/6miWyWN.png
Human: Your generic human. Jack of all trades, master of none. You know the drill. They do level up fast, though.
High Elf: Slightly worse than Humans at everything than magic, but much better at using spells, High elves level up rather slowly.
Deep Elf: They're an exaggerated high elf, being a worse fighter, but better at magic.
Sludge Elf: Essentially drow, Sludge Elves are better at poison magic and stealth. They level up slower than humans, but faster than the other two elves.
Deep Dwarf: They don't regenerate health naturally, but they take slightly less damage per hit, map an area around them over time, and can charge wands, albeit at a *permanent* cost to their MP. Not a beginner race.
Hill Orc: They're good at close combat, and are mediocre at 'blasty' magic, but aren't great at much else.
Merfolk: They're good at Polearms and Ice magic. They can also swim, which is a lifesaver in many situations. They aren't bad sneaks either.
Halfling: They mutate less often, and are better at sneaking than humans, but they can't use many of the bigger weapons. They level up as fast as humans.
Kobold: They're carnivorous halflings. Next.
Spriggan: They're the stealthiest, very fast, hunger *very* slowly, and have as much MP as Deep Elves. However, they can only eat fruit (a major downside), are too small to wear most armor, and are fragile. Very specialized.
Naga: One of my personal favorite races, nagas are just as stealthy as Spriggans, tougher than most races, can spit poison (and are poison resistant), and, later on, get bonus AC and a constrict attack. They move very slowly and aren't very good at wearing armor, though.
Centaur: They're almost as fast as a Spriggan, and excellent at archery. However, they need to eat more, and sub-par at everything else.
Ogre: They're great at punching things, but not much else. They can eat rotten meat, though.
Troll: They're better than ogres at fighting, especially using their claws, but awful at everything else. They also get hungry several times as fast as every other race. They can't wear most armor, either.
Minotaur: Yet another melee-focused race. Fortunately, Minotaurs are more well-rounded then Ogres and Trolls, especially at using weapons.
Tengu: They're fragile, and good at offense, but not very hardy, and they aren't as good at Invocations. They learn to fly, at first temporarily, but later permanently.
Draconians: They can't wear body armor due to their wings, but, at level 7, they gain a color and specialize.
Demigods: They have better stats, HP, and MP than humans, and have good skills, but they level up slowly and can't worship any gods.
Demonspawn: They can't worship any of the three 'Good Gods', and have lower stats than Demigods, but they get random mutations as they level up.
Mummy: They're a unique race. They're resistant to cold and weak to fire, they're immune to unholy torment (a big problem in the endgame), and don't need to eat or breathe, but they can't drink potions.
Ghoul: They can eat (and prefer to eat) rotten meat, and get healed for doing so, but they slowly lose maximum health instead of getting hungry.
Vampire: The third race tied for most stealthy, vampires drink blood instead of eating food, and they become more or less alive with their level of thirst.
Felid: They're sentient housecats that are banned from a long list of items, but they gain an extra life every few levels and are surprisingly good fighters and sneakers.
Octopode: They gain a bonus to stealth that scales with level, and can wear 8 rings in exchange for their inability to wear armor. They can swim, too.
Classes:
http://i.imgur.com/i7exDzv.png
Classes are divided into 5 categories, each of which are different. Class matters a lot less than race, so these descriptions are much more true in the early game.
Warrior
These are the mundane classes, and some of the more beginner-friendly ones.
Fighter: The heavy-armor melee class. They get a large bonus to armor, and have a choice of a small list of weapons.
Gladiator: The light-armor melee class. They can throw, and get nets, spears, and some leather armor.
Monk: The no-armor melee class. They subsist on punching things, and can fight naked. They also get bonus piety with the first god they worship, which can be a boon.
Hunter: They obligatory ranged weapon class. They can have a bow, crossbow, javelins, or a sling. I haven't tried it very often, but getting enough ammo is an issue with this clas.
Assasin: The stealth-and-stabbing class. That's it.
Adventurer
The "Other" category. There are only two classes here, neither of which are for beginners.
Artificer: They start out with three wands: Fireball, Enslavement, and Random Effects. The wands are good panic buttons, but levels 1-5 are fairly hard.
Wanderer: Their equipment and skills are completely random. There's not much more to say about it.
Zealot
These classes all start with a god, and have some god-given powers. Most of them have some fighting ability as well.
Berserker: Berserkers worship Trog, who gives the ability to rage, turn spellbooks into pillars of fire, summon allies, and gives anti-magic weapons. A good fighting class to start, with their own built-in panic button.
Abyssal Knight: They worship Lugonu, the eldrich god whose powers generally have to do with the Abyss.
Chaos Knight: Chaos Knights worship Xom, who is the RNG personified, and isn't the class you run to survive. Seriously. You will die with it.
Death Knight: They're fairly self-explanatory, as they punch people until they die, then animate the corpse to help fight. They worship YasIhaveanunpronounceablename the Dark.
Priest: There isn't much to say about them- they don't get amazing abilities early on, and I haven't played them enough to get into the late game.
Healer: Healers are unorthodox, as they heal creatures to gain XP instead of killing them. They certainly seem unique, but, again, I haven't played them enough to make a more informed decision.
Warrior-Mage
They're basically gishes. They have some fighting capabilities, and some magic abilities.
Skald: They're part buffer, part fighter. Not a bad class.
Transmuter: As a gish monk, they transform part or all of themselves into different creatures like spiders, dragons, and statues, and fight unarmed like that.
Warper: Warpers teleport to enhance their sneaking skills.
Arcane Marksman: They have bows, and they use spells to kill enemies harder with their bows.
Enchanter: An enchanter is the debuffer to the Skald's buffer. They're better against single enemies, but worse against crowds.
Mage
These are your generic squishy wizards that you all know and have mixed feelings towards. I won't go into much detail with these, because they're all fairly self-explanatory.
Wizard: They're the squishiest of all, but they have massive MP pools.
Conjurer: They're the blastier cousins of wizards.
Summoner: They summon creatures to do the fighting for them.
Necromancer: They use unholy energy to kill things, then animate the remains as their servants.
Fire Elementalist: The counter to the Ice Elementalist, They generally use excessive flaming force to kill things.
Ice Elementalist: They have a more versatile spell list than Fire Elementalists, with a side of debuffs and protection.
Air Elementalist: Your friendly neighborhood spiderman crowd-controller
Earth Elementalist: A combination of brute force and utility, Earth spells don't usually have long ranges, but they do bypass resistances.
Venom Mages: You cause damage over time. That's it. If something's poison immune, you're fairly screwed.
So, how do you want to die a horrible death?