Demonspawn

From CrawlWiki
Revision as of 21:25, 16 June 2022 by Ge0ff (talk | contribs) (update flavour)
Jump to: navigation, search
Version 0.28: This article may not be up to date for the latest stable release of Crawl.

This page refers to the player species. For the monster, see Demonspawn (monster). For a list of all monstrous demonspawn, see List of demonspawn. For a list of their mutations, see Demonspawn mutations.

Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawn can be created in any number of ways: magical experiments, breeding, unholy pacts, etc. Although many Demonspawn may initially be indistinguishable from those of pure mortal stock, they will inevitably grow horns, scales or other unusual features. Powerful members of this class of beings also develop a range of unholy abilities, which are listed as mutations.

Demonspawn advance slowly in experience and learn most skills slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not accept their worship due to their unholy nature.

Innate Abilities

  • Demonspawn are considered demonic creatures. They cannot worship any of the good gods (Zin, Elyvilon, or The Shining One), and they have vulnerability to holy damage.

Demonspawn have a base Strength of 8, Intelligence of 9 and Dexterity of 8 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

  • +1 to a random stat every 4th level.
  • Average HP and MP.
  • +3 willpower per level.
  • Gain more of your "demonic ancestry" (random Demonspawn mutations) as you rise in level. The levels this occurs at are randomized, but will include at least five full-ranked mutations by level 27. Some of these mutations are available only to Demonspawn. Note that Demonspawn mutations will increase the damage you take from silver weaponry.

Starting Skills and Equipment

Demonspawn begin with the equipment and skills listed for their background, adjusted for their aptitudes.

Difficulty of Play

SimpleIntermediateAdvanced

Demonspawn can be a moderately difficult race to play. They have slightly bad aptitudes and slow leveling, but are compensated with the random demonspawn mutations they will inevitably acquire. These mutations can vary from irritating, to interesting, to game-changing. See the demonspawn mutation page if you want to figure out the ways your character can develop.

Demonspawn are demonic and evil. That means they can't worship the good gods, and are vulnerable to holy powers (they'll be damaged by a scroll of holy word and take greatly amplified damage from cleansing flames and weapons of holy wrath). Like other evil creatures, they are also barred from wielding weapons of holy wrath.

Skill aptitudes

The higher the value, the better the aptitude.

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

Tips and Tricks

Some combinations of demonspawn mutations have great synergy with some character types:

History

Demonspawn are as unstable as they are in game; facing various changes to their mutations.

  • In 0.28, Weakening Stinger and Demonic Touch were added. The Talons facet was removed.
  • In 0.27, Passive Freeze and Iridescent Scales became general, non-demonic mutations, while Demonic Magic and Corrupting Presence were added. A few other demonic muts were altered, too.
  • Prior to 0.26, Nightstalker was available to Demonspawn, instead of being exclusive to Kobolds. Sharp scales and big brain were not available.
  • Prior to 0.14, Demonspawn dealt more damage than normal while wielding demonic weapons (demon tridents, demon whips, and demon blades).
  • Many mutations were added throughout the versions, including 0.10.
  • Prior to 0.8, they received breath attack mutations.
  • The Demonspawn mutation system was substantially overhauled in 0.7. Prior to that version, they mutated in a generally more random fashion: mutations were only grouped into low power and high power, and Demonspawn would receive six total mutations (two low, four high power). Demonspawn mutations were also influenced by a character's skills and deity. While the old Demonspawn may have had much more powerful mutations available to them, the lack of any coherence to the mutations, or any guarantee of getting useful ones, made them in general a much more difficult species under the old system.
    • The mutation lists, which can be found on this page, were extremely varied. For instance, "high power" mutations could be absolutely mediocre things such as 1d3 levels of negative energy resistance, or potentially game breaking, like fast movement or complete torment immunity.
Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy