Difference between revisions of "Gnoll"

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''This article covers the player [[species]]. For the monster, see [[Gnoll (monster)]]. For a list of all monstrous gnolls, see [[List of gnolls]].''
 
''This article covers the player [[species]]. For the monster, see [[Gnoll (monster)]]. For a list of all monstrous gnolls, see [[List of gnolls]].''
 
{{flavour|Gnolls are a race of caniform humanoids originally hailing from the arid deserts and grasslands of the east. In recent history they have become unusually attracted to the Dungeon, establishing tribes around and even inside of it. Unfortunately their long stay in the Dungeon has exposed their somewhat fragile minds to excessive amounts of its magic.
 
{{flavour|Gnolls are a race of caniform humanoids originally hailing from the arid deserts and grasslands of the east. In recent history they have become unusually attracted to the Dungeon, establishing tribes around and even inside of it. Unfortunately their long stay in the Dungeon has exposed their somewhat fragile minds to excessive amounts of its magic.
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==Innate Abilities==
 
==Innate Abilities==
*Distributed Training: Gnolls' experience applies equally to ALL skills.
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*Distributed Training: Gnolls' experience is split equally to ALL skills.
 
*[[Fangs]] 1: Gnolls can make an [[auxiliary attack|auxiliary bite attack]].
 
*[[Fangs]] 1: Gnolls can make an [[auxiliary attack|auxiliary bite attack]].
 
*[[Strong Nose]]: Gnolls can sense the location of nearby items on the floor.
 
*[[Strong Nose]]: Gnolls can sense the location of nearby items on the floor.

Revision as of 05:50, 4 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

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

Gnolls are a race of caniform humanoids originally hailing from the arid deserts and grasslands of the east. In recent history they have become unusually attracted to the Dungeon, establishing tribes around and even inside of it. Unfortunately their long stay in the Dungeon has exposed their somewhat fragile minds to excessive amounts of its magic.

On the one hand, their bizarrely altered brains now have incredible proficiency at learning every skill. On the other, these same alterations have rendered Gnolls incapable of selective learning. They learn all skills equally at the same time, so it's hard for them to learn more about any one thing.

In order to survive with this limitation, Gnolls use their universal knowledge and excellent physical attributes of strength, intelligence, and dexterity to take advantage of every resource they find in the Dungeon. They also have powerful noses have adapted to the Dungeon's scents, allowing them to easily locate where treasures lay hidden.

Innate Abilities

  • Distributed Training: Gnolls' experience is split equally to ALL skills.
  • Fangs 1: Gnolls can make an auxiliary bite attack.
  • Strong Nose: Gnolls can sense the location of nearby items on the floor.

Gnolls have a base Strength of 7, Intelligence of 7 and Dexterity of 7 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

Difficulty of Play

SimpleIntermediateAdvanced

Gnolls are jacks of all trades, but masters of none. Using what the game provides you as far as items and spells is essential. On the other hand, you will always have skill for any good item you find, which makes skilling and gearing easier. Gnolls also have an easier time with triple school spells than most other races, as they train all three schools at once.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 8 Armour 8 Spellcasting 8
Dodging 8
Maces & Flails 8 Shields 8 Conjurations 6
Axes 8 Stealth 8 Hexes 6
Polearms 8 Summonings 6
Staves 8 Invocations 9 Necromancy 6
Unarmed Combat 8 Evocations 8 Translocations 6
Throwing 8 Shapeshifting 7 Alchemy 6
Fire Magic 6
Short Blades 8 Ice Magic 6
Long Blades 8 Air Magic 6
Ranged Weapons 8 Experience 0 Earth Magic 6

Strategy

Given that a Gnoll's skills will be at around 16 once hitting character level 27, going for high level spells will be a challenge, and min delay with heavier weapons will not be possible without boosts from Okawaru or Ashenzari. This leads to a a hybrid character that should use every advantage they've got - from hexes, summons, and ranged combat - before engaging in melee.

Okawaru is a popular god choice for gnolls because of weapon and armour gifts and skill boosts. Since gnolls can use every weapon equally well, Oka's gifts are easier to use and never require retraining if you get something absurdly powerful.

Cheibriadosʼ stat boosts enable a gnoll to comfortably use any item or spell the game throws at it, at the cost of slow movement speed. This speed penalty may be worth paying in exchange for being able to deal with practically any situation before it becomes dangerous.

The gnoll's ability to use all and everything has the downside that inventory management becomes even more of an issue than for all other characters.

History

  • Prior to 0.27, their base attributes were 10 Str / 10 Int / 10 Dex.
  • Gnolls were added in 0.21.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy