Difference between revisions of "Background and race combinations for beginners"

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(Ogre Mage Saprovore isn't what combats spell hunger, 0.10's food rules do.)
 
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== Class/race choices ==
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{{version032}}{{Advice}}
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Crawl allows you to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even overwhelm new players. These are a selection of strong combos from the main character archetypes in the game. Please keep in mind that accompanying strategy guides may be outdated.
  
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===Melee Brute===
  
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*'''[[Minotaur]] [[Fighter]] ''' ([[H%27s_Minotaur_Fighter_Guide|strategy guide]]): Pure melee build. Find a big weapon and the heaviest armour, worship [[Okawaru]] or [[Trog]] and beat things to death.
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**'''[[Berserker]]''' is another melee build, worshipping Trog for the start.
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**'''[[Mountain Dwarf]], [[Gargoyle]], and [[Troll]]''' are similarly strong melee species.
  
It is assumed that you have read the actual generic [[Walkthrough]] before reading a guide as well as [[Early Game Character Building]], [[Mid Game Character Building]], and [[Late Game Character Building]]
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*'''[[Troll]] [[Gladiator]]''': Strong melee + ranged character; able to hurl a fearsome [[large rock]] from a distance (gaining more rocks later), and using deadly [[claws]] up close. [[Okawaru]] gives you more ammo to throw and a strong buff to [[unarmed combat]].
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**'''[[Fighter]]''' ([[Repo_Troll_Guide,_TrFi%5EWu_Jian|strategy guide]]) of [[Wu Jian]] is another good choice for Troll, using martial attacks to move and attack at the same time. Later uses [[granite talisman|Statue Form]] to improve defenses.
  
Crawl allows you to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even overwhelm new players. These are the easiest combos for beginners.
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===Hybrid===
  
* '''[[Kobold]] [[Berserker]] of [[Trog]]''' ([[Kobold Berserker guide|strategy guide]]): Kobolds can eat food chunks at any time, which allows them to avoid being hungry when needing to berserk. Their small size gives them a high EV which makes them resilient in combat. Finding a venom [[brand]] will be very useful in the early game.
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*'''[[Gnoll]] (Any Class)''': Gnolls are the ultimate hybrids, able to use just about anything in the dungeon, albeit without a great proficiency in any one thing. [[Reaver]] is a very fitting pick, though you can also ''start'' with melee ([[Fighter]], [[Gladiator]]) or magic [[Conjurer]], [[Ice Elementalist]]. But you can really try anything - even [[Wanderer]], to embrace something new each time. Remember that a start is a start - e.g. a Gnoll Fighter can still cast all sorts of spells.
* '''[[Minotaur]] [[Fighter]] of [[Okawaru]]''': A strong, straightforward class that can get through a 3 rune ascension with nothing but its core skill set of wearing lots of armor and hitting things really hard. Not quite as killy as berserkers but much more survivable thanks to its massive AC and equipment bonuses.
 
* '''[[Hill Orc]] [[Priest]] of [[Beogh]]''' ([[Hill Orc Priest guide|strategy guide]]): Hill Orcs have all the aptitudes to be excellent fighters along with the saprovore trait to ease their hunger clocks. In addition Beogh is an invaluable god who makes the early game extremely easy by supporting common Orcish gear and converting orcs that you encounter.
 
* '''[[Deep Dwarf]] [[Necromancer]] of [[Makhleb]]''' ([[Deep Dwarf Necromancer guide|strategy guide]]): [[Pain]] is a strong starting spell, and [[Vampiric Draining]] combined with Makhleb's powers allows Deep Dwarfs to heal their wounds. [[Dispel Undead]] is useful against powerful ghosts, and Makhleb's summoning abilities can take down tough enemies.
 
* '''[[High Elf]] [[Wizard]] of [[Vehumet]]''': [[Magic Dart]] is a great starting spell, and [[Mephitic Cloud]] makes the early and mid-game a lot easier. Once Vehumet starts gifting books, you should be able to take out almost anything. [[Human]] Wizards are a comparable choice, with slightly less [[MP]] and a lower aptitude for [[air magic]] and general [[spellcasting]] but much faster leveling overall and a better choice for the [[Summonings]]/[[Necromancy]] mid/late-game strategy outlined in the [[Deep Elf Air Elementalist/Summoner/Necromancer guide]].
 
* '''[[Spriggan]] [[Enchanter]] of [[Nemelex]]''' ([[Spriggan Enchanter guide|strategy guide]]): Spriggans are a great stealth class for new players since their high speed lets them flee when stealth fails. [[Ensorcelled Hibernation]] makes stabbing things really easy. Nemelex's decks of summoning take care of all situations that can't be solved with stealthy stabbing.
 
  
== God choices ==
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===Caster===
  
See [[Choosing a god]] for more details.
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*'''[[Djinni]] [[Fire Elementalist]]''': Removes much magical complexity; you train all magic schools equally, and you don't need to choose spells at all. [[Scorch]] carries its weight all the way to the Lair, at which point new random spells will be naturally granted. Worships [[Ashenzari]] for additional bonuses. A good choice for a first attempt as a caster.
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*'''[[Gargoyle]] [[Earth Elementalist]]''' ([[Majang's Caster Walk-Through|strategy guide]]): A durable, more standard caster with powerful destructive spells. Typically worships [[Vehumet]].
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===Stabber===
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*'''[[Spriggan]] [[Enchanter]]''': The classic stealth and stab build. Spriggans are a great stealth class for new players since their high speed lets them flee when stealth fails. [[Ensorcelled Hibernation]] makes stabbing things really easy.
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These are just few examples, there are lots of other combinations that are reasonably easy to play. Feel free to experiment.
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{{Guides}}
  
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Latest revision as of 20:02, 28 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
This article contains advice from other players, which may be subjective, outdated, inaccurate or ill-advised. Take advice as you see fit, and read at your own risk!

Crawl allows you to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even overwhelm new players. These are a selection of strong combos from the main character archetypes in the game. Please keep in mind that accompanying strategy guides may be outdated.

Melee Brute

Hybrid

  • Gnoll (Any Class): Gnolls are the ultimate hybrids, able to use just about anything in the dungeon, albeit without a great proficiency in any one thing. Reaver is a very fitting pick, though you can also start with melee (Fighter, Gladiator) or magic Conjurer, Ice Elementalist. But you can really try anything - even Wanderer, to embrace something new each time. Remember that a start is a start - e.g. a Gnoll Fighter can still cast all sorts of spells.

Caster

  • Djinni Fire Elementalist: Removes much magical complexity; you train all magic schools equally, and you don't need to choose spells at all. Scorch carries its weight all the way to the Lair, at which point new random spells will be naturally granted. Worships Ashenzari for additional bonuses. A good choice for a first attempt as a caster.

Stabber

  • Spriggan Enchanter: The classic stealth and stab build. Spriggans are a great stealth class for new players since their high speed lets them flee when stealth fails. Ensorcelled Hibernation makes stabbing things really easy.

These are just few examples, there are lots of other combinations that are reasonably easy to play. Feel free to experiment.

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