Human
- 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. |
Contents
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
- Zealots: Berserker, Cinder Acolyte
- Mages: Conjurer, Necromancer, Ice Elementalist
Level Bonuses
- +1 to a random stat every 4th level.
- Average hit points.
- +3 willpower per level.
Starting Skills and Equipment
Humans receive all the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
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, you should rest. The exploration regen can be useful in a tight scenarios, or to recover MP mid-fight, but is otherwise unimpactful.
'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 Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |