Difference between revisions of "Vampire"

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''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''
 
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}
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{{flavour|Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
*[[Acute Vision]]: Vampires can [[see invisible]].
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*'''[[Acute Vision]]:''' Vampires can [[see invisible]].
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe.  
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*'''[[Fangs|Fangs 3]]:''' Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').
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* Vampires can change blood level (Alive or Bloodless) at will. See below for more details.
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works.
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*Vampires are [[undead]], which results in the following traits ''even when Alive'':
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.
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**Vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]]. The holy wrath brand will not function on weapons they wield.
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities.  
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**Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the player when alive due to how monsters check vulnerability).
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].
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**Vampires can never cast [[Borgnjor's Revivification]] or [[Death's Door]], nor can they enter [[Death Form]].
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.
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**Vampires cannot become [[Cause Fear|afraid]].
 +
**Vampires may still [[mutate]], regardless of blood level.
  
 
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
 
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
  
==Hunger-Dependent Stats==
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===Blood-Dependent Stats===
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[[File:Exsanguinate.png]] [[File:Revivify.png]] Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the [[Frail]] [[mutation]] (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain [[experience]].
 +
 
 
{| border = "1"  class="wikitable"
 
{| border = "1"  class="wikitable"
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''
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! || Alive || Bloodless
 
|-
 
|-
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None
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| '''[[Regeneration rate|Regeneration]]''' || Fast (+0.2HP/turn) || None while monsters are visible
 
|-
 
|-
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None
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| '''HP Modifier''' || None || -20% HP
 
|-
 
|-
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)
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| '''[[Stealth]] Boost''' || None || +100 to [[Stealth#Stealth Score|Stealth Score]]
 
|-
 
|-
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None
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| '''[[Vampiric]] [[Auxiliary attack|Bite]]''' || No || Yes
 
|-
 
|-
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune
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!colspan=3 align="center"| ''Resistances''
 
|-
 
|-
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2
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| '''[[Poison]] Resistance''' || No || Immune
 
|-
 
|-
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment
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| '''[[Cold]] Resistance''' || None || 2
 
|-
 
|-
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes
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| '''[[Negative Energy]] Resistance''' || None || 3
 +
|-
 +
| '''[[Torment]] Resistance''' || No || Yes
 +
|-
 +
!colspan=3 align="center"| ''Transformations''
 +
|-
 +
| '''[[Bat Form]]''' ability || No || Yes (level 3)
 +
|-
 +
| '''Other [[Transformation]]s<br> and [[Berserk]]''' || Yes || No
 
|}
 
|}
  
When Satiated or below, vampires:
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Bloodless vampires also have the following properties:
*Cannot go [[berserk]].
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*Lacking blood: [[Sublimation of Blood]] is unavailable, and [[skyshark]]s do not benefit from bloodzerk.
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.
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*[[Unbreathing]]: Immune to [[water elemental|drowning]] damage and to [[ballistomycete spore|spore confusion]].
*Can use the [[Bat Form]] ability.
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*Cannot be put to [[sleep]].
 
 
When Thirsty or below, vampires:
 
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.
 
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.
 
 
 
When completely Bloodless, vampires:
 
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.
 
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
*'''Warriors:''' [[Monk]], [[Assassin]]
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*'''Warriors:''' [[Gladiator]], [[Brigand]]
 
*'''Warrior-mages:''' [[Enchanter]]
 
*'''Warrior-mages:''' [[Enchanter]]
 
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]
 
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]
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*+1 [[dexterity]] or [[intelligence]] every 5th level.
 
*+1 [[dexterity]] or [[intelligence]] every 5th level.
 
*Average [[hit points]].
 
*Average [[hit points]].
*+4 [[magic resistance]] per level.
+
*+4 [[willpower]] per level.
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.
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*[[File:Bat form.png]] Starting at level 3, vampires can change to [[Bat Form]] at will when Bloodless.  
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks. While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.
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**This allows movement at [[spriggan]] speed (6 auts instead of 10) and increases your base [[dexterity]] by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your [[amulet]], prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides [[flight]] for the extent of the transformation.
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}
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{{flavour|Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.
 +
 
 +
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.}}
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Vampires start with all the skills and equipment listed for their background, with the following exception:
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Vampires start with all the skills and equipment listed for their background.
*Vampires start with a potion of blood instead of a ration.
 
  
 
==Difficulty of Play==
 
==Difficulty of Play==
{{Moderate}}
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{{Hard}}
  
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background.  
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As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the [[Enchanter]] background.
  
 
{{species_aptitudes|Vampire}}
 
{{species_aptitudes|Vampire}}
  
 
==Strategy==
 
==Strategy==
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.)  
+
Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).
 
 
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact.  
 
  
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  
+
Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.
  
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.
+
Your innate escape ability, [[Bat Form]], is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.
  
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways.  
+
You can cope with limited HP regeneration while Bloodless in a number of ways:
 +
*Reusable options available regardless of god choice include stabbing living enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiric]]-branded weapon. Unfortunately, these methods are of almost no use in the [[Crypt]], [[Pan]], [[Hell]]s, or [[Tomb]], which are dominated by unholy creatures that provide no health in this way.
 +
*In an emergency situation, [[potion]]s can still be used.
 +
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.
  
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means.
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==Trivia==
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.
+
Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch. 
 
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills. 
 
 
 
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.
 
  
 
==History==
 
==History==
Prior to [[0.17]], vampires did not gain a stat every 5th level.
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*Prior to [[0.27]], vampires were explicitly [[unbreathing]].
 
+
*Prior to [[0.24]], vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using '''e''') or bottle the blood into [[potion of blood|potions]] (using '''c''') to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.
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*Prior to [[0.22]], vampires could not use wands while in bat form.
 
+
*Prior to [[0.19]], vampires had six distinct satiation states instead of four.
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.
+
*Prior to [[0.17]], vampires did not gain a stat every 5th level.
 
+
*Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.
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*Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.
 +
*Prior to [[0.13]], vampires could not cast [[Cure Poison]], even when they had blood.
  
 
{{species}}
 
{{species}}

Latest revision as of 03:42, 2 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

This article covers the player species. For the monster, see Vampire (monster). For a list of all monstrous vampires, see List of vampires.

Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.

Innate Abilities

  • Acute Vision: Vampires can see invisible.
  • Fangs 3: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.
  • Vampires can change blood level (Alive or Bloodless) at will. See below for more details.
  • Vampires are undead, which results in the following traits even when Alive:

Vampires have a base Strength of 7, Intelligence of 10 and Dexterity of 9 (before Background modifiers) and have normal base magic points.

Blood-Dependent Stats

Exsanguinate.png Revivify.png Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 auts (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the Frail mutation (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain experience.

Alive Bloodless
Regeneration Fast (+0.2HP/turn) None while monsters are visible
HP Modifier None -20% HP
Stealth Boost None +100 to Stealth Score
Vampiric Bite No Yes
Resistances
Poison Resistance No Immune
Cold Resistance None 2
Negative Energy Resistance None 3
Torment Resistance No Yes
Transformations
Bat Form ability No Yes (level 3)
Other Transformations
and Berserk
Yes No

Bloodless vampires also have the following properties:

Preferred Backgrounds

Level Bonuses

  • +1 dexterity or intelligence every 5th level.
  • Average hit points.
  • +4 willpower per level.
  • Bat form.png Starting at level 3, vampires can change to Bat Form at will when Bloodless.
    • This allows movement at spriggan speed (6 auts instead of 10) and increases your base dexterity by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your amulet, prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides flight for the extent of the transformation.
Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.

While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.

Starting Skills and Equipment

Vampires start with all the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the Enchanter background.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour -2 Spellcasting -1
Dodging 1
Maces & Flails -2 Shields -1 Conjurations -3
Axes -1 Stealth 5 Hexes 4
Polearms -1 Summonings 0
Staves -2 Invocations -1 Necromancy 1
Unarmed Combat 1 Evocations -1 Translocations -2
Throwing -2 Shapeshifting 0 Alchemy 1
Fire Magic -2
Short Blades 1 Ice Magic 0
Long Blades 0 Air Magic 0
Ranged Weapons -2 Experience -1 Earth Magic 0

Strategy

Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).

Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.

Your innate escape ability, Bat Form, is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.

You can cope with limited HP regeneration while Bloodless in a number of ways:

  • Reusable options available regardless of god choice include stabbing living enemies, casting the Vampiric Draining spell, or wielding a vampiric-branded weapon. Unfortunately, these methods are of almost no use in the Crypt, Pan, Hells, or Tomb, which are dominated by unholy creatures that provide no health in this way.
  • In an emergency situation, potions can still be used.
  • Makhleb provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.

Trivia

Unlike most other attack options, many combat-oriented Invocations are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.

History

  • Prior to 0.27, vampires were explicitly unbreathing.
  • Prior to 0.24, vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using e) or bottle the blood into potions (using c) to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.
  • Prior to 0.22, vampires could not use wands while in bat form.
  • Prior to 0.19, vampires had six distinct satiation states instead of four.
  • Prior to 0.17, vampires did not gain a stat every 5th level.
  • Prior to 0.16 vampire characters couldn't bottle up blood from the beginning.
  • Prior to 0.15 thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.
  • Prior to 0.13, vampires could not cast Cure Poison, even when they had blood.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy