Difference between revisions of "Human"

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{{flavour|Humans tend to be hardworking and industrious, and learn new things quickly. The Human species is the most versatile of all the species available to players. Humans advance quickly in levels and have equal abilities in all skills.}}
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{{flavour|Humans are natural explorers. As they uncover new spaces in the dungeon, they are refreshed and invigorated, rapidly healing and recovering magic. They are also the most versatile of all species - having balanced aptitudes for all skills lets them adapt to use whatever they find.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
Humans have no innate abilities or drawbacks. If they want special powers, they must turn to [[mutation]]s, [[magic]], or [[choosing a god|the gods]].
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*'''Explore Regeneration:''' Humans regenerate HP and MP as they explore. For every new tile uncovered, they regenerate 1/210 of their max HP and 1/135 of their max MP. The [[Passive Mapping]] mutation and the [[scroll of revelation]] don't count as exploration. Unlike exploration piety, this still works when uncovering [[deep water]] and [[lava]] around the map border, but it doesn't work in the [[Temple]].
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Humans have a base [[Strength]], [[Intelligence]] and [[Dexterity]] of 8 (before Background modifiers) and have normal base [[magic points]].
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
Humans are recommended for all backgrounds, except those which are recommended to no species ([[Chaos Knight]]s and [[Wanderer]]s).
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*'''Zealots:''' [[Berserker]], [[Cinder Acolyte]]
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*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]
  
 
==Level Bonuses==
 
==Level Bonuses==
 
*+1 to a random [[stat]] every 4th level.
 
*+1 to a random [[stat]] every 4th level.
*Average HP.
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*Average [[hit points]].
*Average MP.
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*+3 [[willpower]] per level.
*+3 [[magic resistance]] per level.
 
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Humans receive the skills and equipment listed for their background.  
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Humans receive all the skills and equipment listed for their background.  
  
 
==Difficulty of Play==
 
==Difficulty of Play==
 
{{Moderate}}
 
{{Moderate}}
  
Humans are a fairly easy species thanks to their fast advancement in character level and their balanced, but overall good, aptitudes and stats. However, for better or for worse, Humans lack the specialization of other species, which means that another species can often outperform them in a given background, even if that species is much worse than a Human outside of its niche. (For example, [[Minotaur]]s are tougher and more skilled than Humans in melee combat, even though they perform ''much'' worse than Humans at spellcasting.)
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Humans are not a difficult species, with decent stats and skills across the board. However, for better or worse, Humans lack the specialization of other species. For example, a [[Minotaur]] might be terrible at magic, but they can rely entirely on their amazing melee prowess instead. Humans do not have something that they are ''great'' at, which makes them more difficult than a "Simple" species.
  
 
{{species_aptitudes|Human}}
 
{{species_aptitudes|Human}}
  
[[Category:Species]]
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==Strategy==
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Note that Humans can still regenerate normally by [[rest]]ing, and in most cases, should rest. The exploration regen can be useful in a few tight scenarios, or to recover MP mid-fight. However, resting is (usually) safer, since you'll be less likely to encounter monsters while regenerating.
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==='Item-centric' strategy?===
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The opposite of a [[Deep Elf]] coming across a suit of [[crystal plate armour]], Humans can be versatile with almost anything. More than many species, they can rely on an 'item-based' play style. In a game like ''Dungeon Crawl'' -- where you're almost guaranteed to chance across at least a few incredibly powerful, if ill-suited, items -- can be a useful asset.
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===="Engines"====
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Look for items that act as an "engine" - a way to win the game, or at least get you past a certain stage of it. A [[whip]] of [[electrocution]] can take out most enemies before you reach [[Lair]]. A [[demon trident]] you found on D:3 can be your weapon all the way until [[Zot]]. For magic, you have spells like [[Borgnjor's Vile Clutch]] that, once invested, will work for most of the midgame.
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If you find an engine, act accordingly. With the whip of electrocution, you can invest into some [[Maces & Flails]] skill; you only need a few points. Then, you can decide either to commit to Maces & Flails, or swap to something else you found. If you find nothing amazing, you can rely on your [[background]]. Watch out for engines that are too hard to 'jump start'; Vile Clutch may be too difficult for a Human [[Fighter]] in heavy armour to train.
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====Generalization & Specialization====
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One way to capitalize on this is to rely on universal skills, like [[Fighting]] or [[Dodging]], in the earlier portions of the game. Have just enough of your "killdudes" skill to get past the early game, and focus on some universal skills otherwise. This lets you make quick, mid-course changes depending on the items you find and [[god]] you pick. By maintaining a particularly adaptable play style, you can make your aptitude for 'averageness' into an overall strength, rather than a weakness to be overcome.
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Humans will want to specialize with something ''eventually''. After all, this is what separates a Human from a [[Gnoll]]. For example, a magic-focused Human probably shouldn't wear a +12 [[gold dragon scales]] they found on [[Zot]]:1. This point can vary from game to game. Often, you'll want to have a competent killing skill by the time you enter the [[Lair]]'s rune branches. This doesn't mean you can't switch skills later... just make sure you have a ''good'' way to kill things at any given point. Having 1 good way to kill things is better than 3 bad ways to kill things.
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==History==
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*Prior to [[0.31]], Humans had a +1 XP [[aptitude]], but did not get exploration healing.
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*Prior to [[0.12]], Humans had 0 to all aptitudes. However, certain skills had hidden XP costs/reductions. When these costs were removed (and every species changed to compensate), the "average" species changed from "0 in everything" to "what Humans have".
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{{species}}

Latest revision as of 21:55, 4 February 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
This page is about the player species. For the monster, see Human (monster).
Humans are natural explorers. As they uncover new spaces in the dungeon, they are refreshed and invigorated, rapidly healing and recovering magic. They are also the most versatile of all species - having balanced aptitudes for all skills lets them adapt to use whatever they find.

Innate Abilities

  • Explore Regeneration: Humans regenerate HP and MP as they explore. For every new tile uncovered, they regenerate 1/210 of their max HP and 1/135 of their max MP. The Passive Mapping mutation and the scroll of revelation don't count as exploration. Unlike exploration piety, this still works when uncovering deep water and lava around the map border, but it doesn't work in the Temple.

Humans have a base Strength, Intelligence and Dexterity of 8 (before Background modifiers) and have normal base magic points.

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Humans receive all the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Humans are not a difficult species, with decent stats and skills across the board. However, for better or worse, Humans lack the specialization of other species. For example, a Minotaur might be terrible at magic, but they can rely entirely on their amazing melee prowess instead. Humans do not have something that they are great at, which makes them more difficult than a "Simple" species.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour 0 Spellcasting -1
Dodging 0
Maces & Flails 0 Shields 0 Conjurations 0
Axes 0 Stealth 1 Hexes 0
Polearms 0 Summonings 0
Staves 0 Invocations 1 Necromancy 0
Unarmed Combat 0 Evocations 0 Translocations 0
Throwing 0 Shapeshifting -1 Alchemy 0
Fire Magic 0
Short Blades 0 Ice Magic 0
Long Blades 0 Air Magic 0
Ranged Weapons 0 Experience 0 Earth Magic 0

Strategy

Note that Humans can still regenerate normally by resting, and in most cases, should rest. The exploration regen can be useful in a few tight scenarios, or to recover MP mid-fight. However, resting is (usually) safer, since you'll be less likely to encounter monsters while regenerating.

'Item-centric' strategy?

The opposite of a Deep Elf coming across a suit of crystal plate armour, Humans can be versatile with almost anything. More than many species, they can rely on an 'item-based' play style. In a game like Dungeon Crawl -- where you're almost guaranteed to chance across at least a few incredibly powerful, if ill-suited, items -- can be a useful asset.

"Engines"

Look for items that act as an "engine" - a way to win the game, or at least get you past a certain stage of it. A whip of electrocution can take out most enemies before you reach Lair. A demon trident you found on D:3 can be your weapon all the way until Zot. For magic, you have spells like Borgnjor's Vile Clutch that, once invested, will work for most of the midgame.

If you find an engine, act accordingly. With the whip of electrocution, you can invest into some Maces & Flails skill; you only need a few points. Then, you can decide either to commit to Maces & Flails, or swap to something else you found. If you find nothing amazing, you can rely on your background. Watch out for engines that are too hard to 'jump start'; Vile Clutch may be too difficult for a Human Fighter in heavy armour to train.

Generalization & Specialization

One way to capitalize on this is to rely on universal skills, like Fighting or Dodging, in the earlier portions of the game. Have just enough of your "killdudes" skill to get past the early game, and focus on some universal skills otherwise. This lets you make quick, mid-course changes depending on the items you find and god you pick. By maintaining a particularly adaptable play style, you can make your aptitude for 'averageness' into an overall strength, rather than a weakness to be overcome.

Humans will want to specialize with something eventually. After all, this is what separates a Human from a Gnoll. For example, a magic-focused Human probably shouldn't wear a +12 gold dragon scales they found on Zot:1. This point can vary from game to game. Often, you'll want to have a competent killing skill by the time you enter the Lair's rune branches. This doesn't mean you can't switch skills later... just make sure you have a good way to kill things at any given point. Having 1 good way to kill things is better than 3 bad ways to kill things.

History

  • Prior to 0.31, Humans had a +1 XP aptitude, but did not get exploration healing.
  • Prior to 0.12, Humans had 0 to all aptitudes. However, certain skills had hidden XP costs/reductions. When these costs were removed (and every species changed to compensate), the "average" species changed from "0 in everything" to "what Humans have".
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy