Jump to content
Toggle menu
  • 3.1K articles
  • 4.4K files
  • 18 users
  • 91.5K edits
Ashenzari's Archive
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

List of humans: Difference between revisions

From Ashenzari's Archive
imported>Spudwalt
No edit summary
imported>Spudwalt
Line 30: Line 30:
{{monsterlink|Ironbound convoker}} - Guardians that [[Word of Recall|recall]] and [[Might Other|strengthen]] reinforcements from elsewhere on the floor.
{{monsterlink|Ironbound convoker}} - Guardians that [[Word of Recall|recall]] and [[Might Other|strengthen]] reinforcements from elsewhere on the floor.


{{monsterlink|Ironbound frostheart}} - Armored ice mages; their magics make nearby walls radiate lethal cold.
{{monsterlink|Ironbound frostheart}} - Armored ice mages; their magics imbue nearby walls with lethal cold.


{{monsterlink|Ironbound preserver}} - Support units that absorb part of the damage inflicted on their allies, effectively doubling their HP until the preserver dies.
{{monsterlink|Ironbound preserver}} - Support units that absorb part of the damage inflicted on their allies, effectively doubling their HP until the preserver dies.

Revision as of 08:06, 4 August 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.

The benchmark species against which others are compared, humans play a major, though somewhat inconspicuous role in the far-flung realms of Dungeon Crawl. Aside from a somewhat increased presence as specialized guardians of the Vaults, humans tend to be scattered widely across the Dungeon and its branches, arriving most often as unique, individually-named foes rather than as generic types of monster - they are arguably the one species best represented in this way.

The following is a list of humans appearing as monsters in all their various incarnations across Dungeon Crawl:

Generic humans

p Human - Occasionally found tending sheep, warming by fires, and generally eking out a meager existence in the Dungeon.

Generic human variants
- All manner of deformed and sickly humans (and other species) can be found in Cigotuvi's Fleshworks.

Human types

p Wizard - These eccentric magic-users possess an eclectic spell-set replete with dangerous conjurations and enchantments.

p Necromancer - Akin to the wizard, but with a focus on death magic. Generally come with an undead entourage.

p Death knight - Warrior-priests of the dark god Yredelemnul who can invoke necromantic powers. Often accompanied by several undead thralls.

p Master elementalist - Exceptional mages who have mastered spells from all four schools of elemental magic.

p Hell knight - Powerful warriors that employ the very fires of Hell itself. Often found roaming the deeper portions of the Dungeon in groups.

Vault guardians

p Vault guard - Unexciting but durable foot soldiers with heavy weapons and sturdy armour.

p Vault sentinel - Vigilant guards who can put the entirety of the Vaults on alert, then mark intruders to ensure their elimination. May come with a crossbow.

p Ironbound beastmaster - Warriors who have mastered the art of taming dangerous beasts. They command several such creatures in battle.

p Ironbound convoker - Guardians that recall and strengthen reinforcements from elsewhere on the floor.

p Ironbound frostheart - Armored ice mages; their magics imbue nearby walls with lethal cold.

p Ironbound preserver - Support units that absorb part of the damage inflicted on their allies, effectively doubling their HP until the preserver dies.

p Vault warden - Chief enforcers of the vaults entrusted with the ability to seal the doors and stairs, trapping trespassers until one or the other dies.

Desolation guardians

a Servant of whispers - Forsaken monks that have learned to still the air and unleash divine thunder.

a Ragged hierophant - Mages that maintain and support the Desolation's construct enforcers.

a Imperial myrmidon - Elite cultists which strip your willpower in preparation for their dangerous Hexes.

Para-Humans

p Demigod - As a half-mortal, one of a demigod's parents is ostensibly of human ilk.

p Killer Klown - Pie-throwing fools that are nevertheless found among the guardians of the Realm of Zot.

Unique humans

@ Jessica - A low-level spellcaster who appears in the very early dungeon, preying on the weak.

@ Terence - A violent murderer hiding out in the early dungeon, he is most threatening to weak, low-level characters.

@ Sigmund - An older, more dangerous brother to Edmund, his scythe and spells are the bane of low-level characters.

@ Edmund - A weaker, younger brother to Sigmund who focuses entirely on melee combat with an enchanted flail.

@ Eustachio - A mustachioed summoner found early in the game.

F Prince Ribbit - His current froggy exterior belies his true form, which is only revealed to be human upon death.

@ Maggie - An inexperienced adventuress who hopes to achieve glory through dragonslaying.

@ Joseph - A mercenary in a stupid hat who can hit hard with his staff and sling.

@ Psyche - A winsome but unstable magess, Psyche comes with a mixed bag of chaotic spells and a nasty dagger.

f Maurice - A sly thief capable of pick-pocketing his foes mid-combat.

x Erica - An adventuress found in the mid-game; hydra-slayers everywhere covet her flaming blade.

@ Harold - A middle-aged bounty hunter nearing retirement; he specializes in tracking and trapping his quarry.

@ Josephine - A withered, decaying necromancer who travels with an entourage of wraiths.

@ Rupert - A wild berserker with a devastating voice, Rupert charges headlong with a powerful, two-handed weapon.

@ Frances - A skilled warrior who once defeated a demon. She wrested her dark powers and demonic servants from said foe.

@ Kirke - An enchantress bent on forcing unwary victims to join her herd of hogs.

@ Louise - A sorceress who spent far too long in the Abyss and is eager for others to share her fate.

@ Donald - An irritable adventurer skilled at swimming; he often possesses a rare shield of reflection.

@ Nikola - A mad scientist frightfully gifted at wielding electrical magic.

@ Margery - A particularly skilled hell knight who has slain multiple dragons in single combat, judging by her dragonhide armour.

@ Frederick - A powerful demigod who searches the lowest reaches of the Dungeon for worthy opponents.

@ Cloud Mage - Resident of the Cloud Mages' Chambers and exceptionally skilled with Air Magic.

@ Hellbinder - Master of the Hall of the Hellbinder, their infernal incantations bring damnation and demons upon their foes.

Obsolete humans

@ Michael - A departed spellcaster, as unremarkable as his name would suggest. Removed in 0.6.

@ Duane - A weak, large-eared mercenary who possessed a few minor spells. Removed in 0.8.

@ Norbert - A monster-slaying warrior who would deem your character as such. Removed in 0.8.

@ Francis - A wizened wizard who could summon dangerous demons. Removed in 0.8.

@ Jozef - A tall bounty hunter who was known for vexing characters with a number of traps and tricks. Removed in 0.11.

@ Paladin - A very rare holy monster, complete with halo, who was on a quest for The Shining One. Removed in 0.13.

@ Maud - A female warrior known as much for her weaponry as anything else. Removed in 0.19.

@ Norris - A cultist armed with brain and brawn, Norris charged headlong into death. Removed in 0.19.

p Slave - Held in Pikel's thrall, these pathetic figures were a threat to low-level characters but would be freed if their master died. Replaced with lemures in 0.26.