Difference between revisions of "List of humans"
Cacophonie (talk | contribs) (Moved ironbound beastmaster for 0.28) |
|||
(4 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{version028}} |
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 [[branch]]es, 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 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 [[branch]]es, 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. | ||
Line 19: | Line 19: | ||
{{monsterlink|Master elementalist}} - Exceptional mages who have mastered spells from all four schools of [[element]]al magic. | {{monsterlink|Master elementalist}} - Exceptional mages who have mastered spells from all four schools of [[element]]al magic. | ||
− | {{monsterlink|Hell knight}} - Powerful warriors that employ the very fires of [[ | + | {{monsterlink|Hell knight}} - Powerful warriors that employ the very fires of [[Hell]] itself. Often found roaming the deeper portions of the Dungeon in groups. |
====[[The Vaults|Vault]] guardians==== | ====[[The Vaults|Vault]] guardians==== | ||
− | {{monsterlink|Vault guard}} - Unexciting but durable foot soldiers with heavy weapons and sturdy armour. | + | {{monsterlink|Vault guard}} - Unexciting but durable foot soldiers armed with heavy weapons and sturdy armour. |
− | {{monsterlink| | + | {{monsterlink|Vault sentinel}} - Vigilant guards who can put the entirety of the Vaults on alert, then [[Sentinel's Mark|mark intruders]] to ensure their elimination. May come with a [[crossbow]]. |
+ | |||
+ | {{monsterlink|Ironbound convoker}} - Guardians that [[Word of Recall|recall]] and [[Might Other|strengthen]] reinforcements from elsewhere on the floor. | ||
− | {{monsterlink| | + | {{monsterlink|Ironbound frostheart}} - Armored ice mages; their magics imbue nearby walls with lethal cold. |
− | {{monsterlink| | + | {{monsterlink|Ironbound preserver}} - Support units that absorb part of the damage inflicted on their allies, effectively doubling their HP until the preserver dies. |
− | {{monsterlink|Vault warden}} - Chief enforcers of the | + | {{monsterlink|Vault warden}} - Chief enforcers of the Vaults. They are entrusted with the ability to seal [[door]]s and [[stair]]s, trapping trespassers until one or the other dies. |
====[[Desolation]] guardians==== | ====[[Desolation]] guardians==== | ||
Line 40: | Line 42: | ||
====Para-Humans==== | ====Para-Humans==== | ||
− | {{Yellow|p}} [[File:Demigod (monster).png]] '''[[Demigod (monster)|Demigod]]''' - As half-mortal, one of a demigod's parents is ostensibly of human ilk. | + | {{Yellow|p}} [[File:Demigod (monster).png]] '''[[Demigod (monster)|Demigod]]''' - As a half-mortal, one of a demigod's parents is ostensibly of human ilk. |
− | {{monsterlink|Killer Klown}} - Pie-throwing fools that are nevertheless found among the guardians of the [[Realm of Zot]]. | + | {{monsterlink|Killer Klown}} - Pie-throwing fools that are nevertheless found among the most elite guardians of the [[Realm of Zot]]. |
==Unique humans== | ==Unique humans== | ||
Line 49: | Line 51: | ||
{{monsterlink|Terence}} - A violent murderer hiding out in the early dungeon, he is most threatening to weak, low-level characters. | {{monsterlink|Terence}} - A violent murderer hiding out in the early dungeon, he is most threatening to weak, low-level characters. | ||
− | {{monsterlink|Sigmund}} - An older, more dangerous brother to Edmund, | + | {{monsterlink|Sigmund}} - An older, more dangerous brother to Edmund, his [[scythe]] and spells are the bane of low-level characters. |
− | {{monsterlink|Edmund}} - A weaker, younger brother to Sigmund who focuses entirely on melee combat with an enchanted flail. | + | {{monsterlink|Edmund}} - A weaker, younger brother to Sigmund who focuses entirely on melee combat with an enchanted [[flail]]. |
− | {{monsterlink|Eustachio}} - A mustachioed [[summoner]] found early in the game. | + | {{monsterlink|Eustachio}} - A magnificently mustachioed [[summoner]] found early in the game. |
{{monsterlink|Prince Ribbit}} - His current [[blink frog|froggy]] exterior belies his true form, which is only revealed to be human upon death. | {{monsterlink|Prince Ribbit}} - His current [[blink frog|froggy]] exterior belies his true form, which is only revealed to be human upon death. | ||
Line 61: | Line 63: | ||
{{monsterlink|Joseph}} - A mercenary in a stupid hat who can hit hard with his [[staff]] and [[sling]]. | {{monsterlink|Joseph}} - A mercenary in a stupid hat who can hit hard with his [[staff]] and [[sling]]. | ||
− | {{monsterlink|Psyche}} - A winsome but unstable magess, Psyche comes with a mixed bag of [[spell]]s and a nasty [[dagger]]. | + | {{monsterlink|Psyche}} - A winsome but unstable magess, Psyche comes with a mixed bag of chaotic [[spell]]s and a nasty [[dagger]]. |
{{monsterlink|Maurice}} - A sly [[thief]] capable of pick-pocketing his foes mid-combat. | {{monsterlink|Maurice}} - A sly [[thief]] capable of pick-pocketing his foes mid-combat. | ||
Line 109: | Line 111: | ||
{{monsterlink|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 [[lemure]]s in [[0.26]]. | {{monsterlink|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 [[lemure]]s in [[0.26]]. | ||
+ | |||
+ | {{monsterlink|Ironbound beastmaster}} - A warrior who mastered the art of taming dangerous beasts and could command several such creatures in battle. Removed in [[0.28]] | ||
[[Category:Human]] | [[Category:Human]] | ||
[[Category:Lists of monsters]] | [[Category:Lists of monsters]] |
Latest revision as of 05:08, 22 April 2022
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:
Contents
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 armed 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 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. They are entrusted with the ability to seal 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 most elite 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 magnificently 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.
p Ironbound beastmaster - A warrior who mastered the art of taming dangerous beasts and could command several such creatures in battle. Removed in 0.28