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* EvenEvilHasLoveOnes: When one of them dies the other is absolutely outraged towards the player, swearing that they'll use the player's soul to resurrect their sibling.

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* EvenEvilHasLoveOnes: EvenEvilHasLovedOnes: When one of them dies the other is absolutely outraged towards the player, swearing that they'll use the player's soul to resurrect their sibling.

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* EvilLaugh:

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* BringIt: Baron Herx' comments progress to this. Initially, he [[SmugSnake sarcastically wishes you luck]] before [[EvilLaugh cackling maniacally.]] By the time you clear the [[BuildLikeAnEgyptian Sand Labyrinth,]] you're on his doorstep, and he challenges you to come down and get him.
* TheComputerShallTauntYou: Baron Herx occasionally comments on your progress or threatens you as you descend further into his lair.
* DiscOneFinalBoss: He was the FinalBoss prior to the Blessed Addition update, when Orpheus and Erudyce were added.
* EvilLaugh: He does this quite a bit, often while taunting you or when the Minotaur has just been unleashed.



* DualBoss: Should you find and challenge Baphomet, Baron Herx will join in the fight with his master as well.



* TrueFinalBoss: He held this position prior to the Blessed Addition update, when Orpheus and Erudyce were added. He still arguably holds the position alongside them though.

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* TrueFinalBoss: He held this position prior to the Blessed Addition update, when Orpheus and Erudyce were added. He still arguably holds the position alongside them though.
added.

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* AWizardDidIt: There's an in-game book titled "Citadel Servant FAQ," which answers frequently-asked-questions from customers who purchased a "Citadel [[TradeSnark TM]] Boiler Motivated Servant," one of which is why healing spells work on a machine. The Answer?
--> Magic is mysterious and powerful, and so there are many details that cause this to occur.



* EvenEvilHasLoveOnes:

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* EvenEvilHasLoveOnes: When one of them dies the other is absolutely outraged towards the player, swearing that they'll use the player's soul to resurrect their sibling.



* FireIceDuo: Erudyce primarily uses cold spells and is dressed in blue, while Orpheus summons fireballs and is dressed in red. Even their arena gets in on it, containing pools of both lava and water.

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* FireIceDuo: Erudyce primarily uses cold spells and is dressed in blue, while Orpheus summons fireballs and is dressed in red.red and gold. Even their arena gets in on it, containing pools of both lava and water.

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* EvilLaugh:




to:

The Archmagisters of the Magician’s Guild, the siblings Orpheus and Erudyce became liches following a brief collaboration with Baron Herx.

Once Herx was trapped, the Archmagisters made their move and went to the Caves to begin their plot to gain power and overtake the realm.


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* EvenEvilHasLoveOnes:
* EvilLaugh: Just like Herx, they will often laugh maniacally when the Minotaur shows up to hunt down the player.


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* RedOniBlueOni: Orpheus is the red oni to Erudyce's blue. Orpheus is assertive, brash, and rude, while Erudyce is sly, cunning, and FauxAffablyEvil. They're even wearing red and blue outfits.
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Added: 1657

Changed: 1870

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[[folder:Mechanist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mechanist_0.png]]
[[caption-width-right:350:A male Human Mechanist]]
A skilled craftsman, the Mechanist uses a toolkit to make and maintain mechanical weapons, letting contraptions do the dirty work.

Added by the Legends and Pariahs DLC, the Mechanist is the signature class of the [[TokenRobot Automaton]].

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[[folder:Mechanist]]
[[folder:Brewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mechanist_0.org/pmwiki/pub/images/brewer.png]]
[[caption-width-right:350:A male Human Mechanist]]
Brewer]]
A skilled craftsman, talented alchemist, the Mechanist uses a toolkit to make Brewer is also comfortable with relationships and maintain mechanical weapons, letting contraptions do the dirty work.

bar-room brawls that a good brew will bring.

Added by the Legends Myths and Pariahs Outcasts DLC, the Mechanist Mesmer is the signature class of the [[TokenRobot Automaton]].[[TheAlcoholic Goatman]].



* DifficultButAwesome: The Mechanist has fairly mediocre stats and almost no combat skill to start off with, but their turrets and traps can be extremely useful with decent planning and resource management. If you know what you're doing, it's widely agreed to be one of the best classes in the game. If you don't know what you're doing, it might end up being the worst.
* TheEngineer: While any class can use the Tinkering Kit to make traps and turrets, the Mechanist is the only class to start with one and specialize in the Tinkering skill.
* {{Magitek}}: The Mechanist specializes in making various magical traps, turrets, and even a robotic assistant, though they can also make more mundane things like {{Bear Trap}}s and empty bottles.
* TrapMaster: They start off with a few {{Bear Trap}}s and a sleep trap, and can easily produce more traps with their Tinkering Kit.

to:

* DifficultButAwesome: The Mechanist has fairly mediocre stats and almost no combat skill to start off with, but their turrets and traps can be extremely useful AlchemyIsMagic: Their specialty, starting with decent planning several potions, an Alembic, and resource management. If you know what you're doing, it's widely agreed to be one of the best classes in the game. If you don't know what you're doing, it might end up being the worst.
* TheEngineer: While any class can use the Tinkering Kit to make traps and turrets, the Mechanist is the only class to start with one and specialize in the Tinkering skill.
* {{Magitek}}: The Mechanist specializes in making various magical traps, turrets, and even a robotic assistant, though they can also make more mundane things like {{Bear Trap}}s and empty bottles.
high Alchemy skill.
* TrapMaster: AnAxToGrind: Their starting weapon, though they're more skilled with their [[BareFistedMonk fists]].
* BareFistedMonk:
They start off the game with a few {{Bear Trap}}s and a sleep trap, and can easily produce more traps with good-quality axe, but their Tinkering Kit.
Unarmed skill is significantly higher than their Axe skill.



[[folder:Punisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/punisher_4.png]]
[[caption-width-right:350:A male Human Punisher]]
The Punisher picks unfair fights, toying with foes using dark magic and a whip before making the execution, or releasing one's inner demons to do the job.

Added by the Legends and Pariahs DLC, the Punisher is the signature class of the [[HornyDevils Incubus]].

to:

[[folder:Punisher]]
[[folder:Mechanist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/punisher_4.org/pmwiki/pub/images/mechanist_0.png]]
[[caption-width-right:350:A male Human Punisher]]
The Punisher picks unfair fights, toying with foes using dark magic
Mechanist]]
A skilled craftsman, the Mechanist uses a toolkit to make
and a whip before making the execution, or releasing one's inner demons to maintain mechanical weapons, letting contraptions do the job.

dirty work.

Added by the Legends and Pariahs DLC, the Punisher Mechanist is the signature class of the [[HornyDevils Incubus]].[[TokenRobot Automaton]].



* DifficultButAwesome: The Mechanist has fairly mediocre stats and almost no combat skill to start off with, but their turrets and traps can be extremely useful with decent planning and resource management. If you know what you're doing, it's widely agreed to be one of the best classes in the game. If you don't know what you're doing, it might end up being the worst.
* TheEngineer: While any class can use the Tinkering Kit to make traps and turrets, the Mechanist is the only class to start with one and specialize in the Tinkering skill.
* {{Magitek}}: The Mechanist specializes in making various magical traps, turrets, and even a robotic assistant, though they can also make more mundane things like {{Bear Trap}}s and empty bottles.
* TrapMaster: They start off with a few {{Bear Trap}}s and a sleep trap, and can easily produce more traps with their Tinkering Kit.

[[/folder]]

[[folder:Punisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/punisher_4.png]]
[[caption-width-right:350:A male Human Punisher]]
The Punisher picks unfair fights, toying with foes using dark magic and a whip before making the execution, or releasing one's inner demons to do the job.

Added by the Legends and Pariahs DLC, the Punisher is the signature class of the [[HornyDevils Incubus]].
----



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.

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* The Alchoholic: TheAlcoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.



* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

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* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs, and the in-game book "Bottle Book" even outright calls them satyrs.
* YouNoTakeCandle: The in-game book "Bottle Book," which seems to have been authored by a Goatman, is written like this.
--> My name Screambleat Dunghoof, and I write book for tribe record so tribe keep the Screambleat thinkwater.



* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.

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* {{Magitek}}: If the player lockpicks them, it can cause them to self-destruct, leaving behind a pile of metal and magical scrap.
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby. A player can also trigger this by sneaking up on them and using a lockpick, which produces a large pile of scrap.
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** Finally, the [[OurDemonsAreDifferent Imp Form]] grants permanent levitation and a bonus to Intelligence and Perception, as well as the [[FireIceLightning Elemental Focus]], [[ShockAndAwe Lightning]], and Confuse spells.

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** Finally, the [[OurDemonsAreDifferent Imp Form]] grants permanent levitation and a bonus to Intelligence and Perception, as well as the [[FireIceLightning Elemental Focus]], [[ShockAndAwe Lightning]], and Confuse spells. Uniquely among the transformations, they're also able to wield spell tomes and {{Magic Staff}}s.
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** The [[RodentsOfUnusualSize Rat Form]] grants bonus Dexterity, Intelligence, and Perception, as well as the Detect Food spell.
** The [[BigCreepyCrawlies Spider Form]] grants bonus Strength, Constitution, and Perception, as well as the [[AllWebbedUp Spray Web]] spell.

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** The [[RodentsOfUnusualSize Rat Form]] grants bonus Dexterity, Intelligence, and Perception, as well as the Detect Food spell.
and [[SuperSpeed Speed]] spells.
** The [[BigCreepyCrawlies Spider Form]] grants bonus Strength, Constitution, and Perception, as well as the [[AllWebbedUp Spray Web]] spell.and Poison spells.



** Finally, the [[OurDemonsAreDifferent Imp Form]] grants permanent levitation and a bonus to Intelligence and Perception, as well as the [[FireIceLightning Elemental Focus]] spell.

to:

** Finally, the [[OurDemonsAreDifferent Imp Form]] grants permanent levitation and a bonus to Intelligence and Perception, as well as the [[FireIceLightning Elemental Focus]] spell.Focus]], [[ShockAndAwe Lightning]], and Confuse spells.



* TrueFinalBoss: He held this position prior to the Legends and Pariahs update, when Orpheus and Erudyce were added. He still arguably holds the position alongside them though.

to:

* TrueFinalBoss: He held this position prior to the Legends and Pariahs Blessed Addition update, when Orpheus and Erudyce were added. He still arguably holds the position alongside them though.



Added in the Legends and Pariah's update, Orpheus and Erudyce serve as the FinalBoss of the game.

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Added in the Legends and Pariah's Blessed Addition update, Orpheus and Erudyce serve as the FinalBoss of the game.

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[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2020_09_10_18_13_56.png]]




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* FlunkyBoss:
* OurLichesAreDifferent:
* PowerFloats:



* DealWithTheDevil: He's the reason why Herx, Orpheus, and Erudyce became [[OurLichesAreDifferent liches]], though the exact nature of this bargain is never specified.
* FlunkyBoss:




to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/erudyce.png]]

Added in the Legends and Pariah's update, Orpheus and Erudyce serve as the FinalBoss of the game.




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* AnIcePerson: Erudyce wields an unbreakable MagicStaff of Cold, which is her primary method of attack.
* FireIceDuo: Erudyce primarily uses cold spells and is dressed in blue, while Orpheus summons fireballs and is dressed in red. Even their arena gets in on it, containing pools of both lava and water.
* FlunkyBoss: Erudyce can spawn corrupted automatons, who do not drop any items.
* DualBoss: Both siblings attack the player in the same fight.
* GuysSmashGirlsShoot: Orpheus's primary tactic is to aggressively charge the player with his Crystal Sword, while Erudyce keeps her distance and peppers the player with spells.
* MagicMissile: If she's not spamming Cold spells at you, Erudyce is probably casting Magic Missile instead.
* PlayingWithFire: Orpheus will sometimes launch fireballs at the player, or make fireballs rain down from the sky.
* PowerFLoats: Just like Baron Herx, the pair are constantly levitating.
* {{Teleportation}}: Erudyce will sometimes teleport above the pit at the center of the arena, while Orpheus will randomly teleport when hit.
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[[/folder]]

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[[/folder]][[/folder]]

!!!Bosses

[[folder:The Minotaur]]
The Baron's pet and an extremely powerful enemy that will sometimes spawn if the player takes too long to complete a level. As early as the first floor, and on random chance, he will set it upon you. You'll get a warning taunt from Herx mentioning either "his pet" or "the beast" and you have between ninety seconds and three minutes to find the exit, gather your party, and get ''out.''
----
* AchillesHeel: If you do want to fight it, [[ShockAndAwe lightning magic]] is a good choice.
* BeastInTheMaze: The Minotaur Maze, which is [[ExactlyWhatItSaysOnTheTin a maze with a Minotaur in it.]] Hope you're a fast runner.
* ContractualBossImmunity: Being as powerful as it is, it's impossible for a player to [[CharmPerson Charm or Dominate]].
* StalkedByTheBell: The Minotaur appears more and more frequently the longer the player takes to clear levels. After a short delay, you'll be chased by a three-block-tall man-bull who can smash down any obstacle, walk over pits, and outrun nearly anything else in the game. He packs more HP than Baron Herx, and knows exactly where you are at all times; upon spawning, he will proceed to bulldoze his way directly to you in a straight line. Unlike most instances of this trope, you can kill the Minotaur, as he lacks many forms of ContractualBossImmunity; if you're a sufficiently-powerful wizard or a ''really'' tanky warrior, you might just be able to slay the beast.
* ALoadOfBull:
* EvenEvilHasLovedOnes: If the Minotaur spawns after the player kills Baron Herx, Orpheus and Erudyce will mention that it's been a bit mopey since Herx's death, implying that it actually had some affection for its master.
* LightningBruiser: After floor 25, the Minotaur's speed massively increases, making it hard to outrun even for fairly fast-moving players.
* ImplacableMan: When this thing spawns, you have two options. Either fight (and probably die) or run for the exit. You can't hide from the beast. It will just [[DynamicEntry smash down whatever wall]] and even [[ScrewTheRulesIHaveSupernaturalPowers walk over bottomless pits]] to get to you.

[[/folder]]

[[folder:Baron Herx]]

----

[[/folder]]

[[folder:'''Secret Boss''']]
!!!Baphomet



----
* {{Baphomet}}: [[ExactlyWhatItSaysOnTheTin Well obviously]]. Doesn't really look much like the traditional depictions of Baphomet though, instead being a somewhat generic-looking BigRedDevil instead.
* TrueFinalBoss: He held this position prior to the Legends and Pariahs update, when Orpheus and Erudyce were added. He still arguably holds the position alongside them though.

[[/folder]]


[[folder:Orpheus and Erudyce]]

----

[[/folder]]


----
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* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.

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* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier. Considering the Vampire's powerful innate spells, it might even be intentional as a way to balance them.



* LifeDrain: NPC Vampires have two unique spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health.

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* LifeDrain: NPC Vampires have two unique unique, unobtainable spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health.



* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeDrain which absorbs health and mana from whatever it hits]].

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* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeDrain which absorbs health and mana from whatever it hits]].
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* VoluntaryShapeshifting: They gain several unique spells as they increase in level that allow them to take the forms of different monsters, each of which has innate bonuses and innate spellcasting.

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* VoluntaryShapeshifting: They gain several unique spells as they increase in level that allow them to take the forms of different monsters, each of which has innate special bonuses and innate spellcasting.

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* BondageIsBad: The whip, mask, and association with the [[HornyDevils Incubus]] most definitely makes this class reminiscent of a BDSM dominator/dominatrix, and that combined with the propensity for DarkMagic implies this trope.

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* BondageIsBad: The whip, mask, and association with the [[HornyDevils Incubus]] most definitely makes this class reminiscent of a BDSM dominator/dominatrix, and that all of those combined with the propensity for DarkMagic implies this trope.



* EnemyCivilWar: Punishers start with a Ring of Conflict, which causes nearby enemies to attack each other.



* {{Teleportation}}: They have the unique Teleport Other spell, which

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* {{Teleportation}}: They have the unique Teleport Other spell, which teleports a target towards the caster, disorienting the target for an amount of time proportionate to the distance traveled.

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* FragileSpeedster: Fantastic Dexterity, but tied with the Mesmer and Accursed for the lowest Constitution growth in the game.

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* FragileSpeedster: Fantastic Dexterity, but tied with the Mesmer Mesmer, Hunter, and Accursed for the lowest Constitution growth in the game.



* WhipItGood: The Punisher comes equipped with a unique Whip weapon. It's unbreakable and has a longer range than any other melee weapon.

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* WhipItGood: The Punisher comes equipped with a unique Whip weapon. It's unbreakable and weapon, which has a longer range than any other melee weapon.
weapon and can whip the weapons out of a foe's hands if the enemy has certain status effects.



Added by the Legends and Pariahs DLC, the Hunter is the signature class of the Insectoid.

to:

Added by the Legends and Pariahs DLC, the Hunter is the signature class of the Insectoid.[[BigCreepyCrawlies Insectoid]].



* BattleBoomerang:
* TrickArrows: They start out with three quivers of arrows: Hunting Ammunition, which poison and slow enemies; Swift Ammunition, which allow a bow to be drawn faster; and Silver Ammunition, which deals bonus damage to undead and demonic foes.

to:

* BattleBoomerang:
ArcherArchetype: Of all the classes, Hunters are especially suited to long-range combat, and start with a longbow and several quivers of special ammunition.
* TrickArrows: BattleBoomerang: They start with a unique magical boomerang, which not only returns to them shortly after being thrown but is also unbreakable.
* FragileSpeedster: Hunters have high Dexterity growth but are tied for the worst Constitution growth of all the classes.
* TrickArrow:
They start out with three quivers of arrows: Hunting Ammunition, which poison poisons and slow slows enemies; Swift Ammunition, which allow allows a bow to be drawn faster; and Silver Ammunition, which deals bonus damage to undead and demonic foes.
foes. They also have two Scrolls of Conjure Arrow, which can spawn more ammunition for them beyond those three types.



Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

to:

Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell is cheaper to cast and will always teleport the Incubus behind their mark and is cheaper to cast.
mark.

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* {{Teleportation}}: They have the unique Teleport Other spell, which



* VoluntaryShapeshifting: They gain several unique spells as they increase in level that allow them to take the forms of different monsters, each of which has innate bonuses and a unique innate spell.

to:

* VoluntaryShapeshifting: They gain several unique spells as they increase in level that allow them to take the forms of different monsters, each of which has innate bonuses and a unique innate spellcasting.
** The [[RodentsOfUnusualSize Rat Form]] grants bonus Dexterity, Intelligence, and Perception, as well as the Detect Food spell.
** The [[BigCreepyCrawlies Spider Form]] grants bonus Strength, Constitution, and Perception, as well as the [[AllWebbedUp Spray Web]] spell.
** The [[OurTrollsAreDifferent Troll Form]] grants bonus Strength and Constitution but a penalty to Dexterity, and gives the Shaman the [[GradualRegeneration Troll's Blood]], [[MegatonPunch Power]] [[ChargedAttack Strike]], and [[SupernaturalFearInducer Fear]] spells.
** Finally, the [[OurDemonsAreDifferent Imp Form]] grants permanent levitation and a bonus to Intelligence and Perception, as well as the [[FireIceLightning Elemental Focus]]
spell.




to:

* TrickArrows: They start out with three quivers of arrows: Hunting Ammunition, which poison and slow enemies; Swift Ammunition, which allow a bow to be drawn faster; and Silver Ammunition, which deals bonus damage to undead and demonic foes.



* HollywoodAcid: The Spray Acid spell, which they know innately. It sprays out a wave of bright green acid that damages equipment, even if it's not being worn by the creature affected.

to:

* HollywoodAcid: The Spray Acid spell, which they know innately. It sprays out a wave of bright green acid that damages equipment, even if it's not being worn by the creature affected.equipment in an affected creature's inventory.



* WingsDoNothing: Played straight for NPC Insectoids, which cannot fly over gaps despite having wings, but Insectoid players get the Flutter spell to gain temporary flight.

to:

* WingsDoNothing: Played straight for NPC Insectoids, which cannot fly over gaps despite having wings, but Insectoid players get the Flutter spell to gain temporary flight.
levitation.

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to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/punisher_4.png]]
[[caption-width-right:350:A male Human Punisher]]
The Punisher picks unfair fights, toying with foes using dark magic and a whip before making the execution, or releasing one's inner demons to do the job.




to:

* BondageIsBad: The whip, mask, and association with the [[HornyDevils Incubus]] most definitely makes this class reminiscent of a BDSM dominator/dominatrix, and that combined with the propensity for DarkMagic implies this trope.
* DiscOneNuke: Punishers start off with a Crystal Axe, a weapon that normally doesn't show up until way later into the game. It's nearly broken, but if the player keeps it long enough to find a few Scrolls of Repair it's not going to be rivaled by any non-artifact weapon for quite a while.
* EnemyWithout: Their unique Inner Demon spell, which manifests the inner demons of whatever it strikes. In practice, this means that it creates a duplicate of the target that is hostile to the original, and [[{{Synchronization}} all damage done to the duplicate also affects the original]].
* JackOfAllStats: Their stat growth is almost the same for every stat, except for Constitution which is a bit worse.
* MalevolentMaskedMen: The Punisher wears a unique Executioner Hood, which carries a unique effect that increases mana regen after killing something with the whip.
* WhipItGood: The Punisher comes equipped with a unique Whip weapon. It's unbreakable and has a longer range than any other melee weapon.




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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shaman_9.png]]
[[caption-width-right:350:A male Human Shaman]]
The Shaman is a mystic whose connection to nature spirits allows them to shapeshift into bestial forms. Each form's talents provide diverse advantages in the dungeon.




to:

* MaskOfPower: They come equipped with the unique Shaman Mask, which doubles mana regeneration when transformed.
* VoluntaryShapeshifting: They gain several unique spells as they increase in level that allow them to take the forms of different monsters, each of which has innate bonuses and a unique innate spell.
* WitchDoctor:




to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunter_33.png]]
[[caption-width-right:350:A male Human Hunter]]
Equipped to track and bring down foes from afar, the Hunter uses special arrows and a magic boomerang to ensure they never have to fight toe-to-toe.




to:

* BattleBoomerang:

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!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

\n!!Creatures\n!!!Playable Races\n[[folder:Humans]]\n[[folder:Mechanist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/mechanist_0.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns
Mechanist]]
A skilled craftsman,
the game, Humans possess no particular advantages or disadvantages, Mechanist uses a toolkit to make and are equally suited to any of maintain mechanical weapons, letting contraptions do the classes. They are also dirty work.

Added by
the only race that has access to all of Legends and Pariahs DLC, the classes from Mechanist is the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout
class of the dungeon, and are hostile to all monster races except Automatons.[[TokenRobot Automaton]].



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: They have DifficultButAwesome: The Mechanist has fairly mediocre stats and almost no really interesting mechanics combat skill to start off with, but also no massive weaknesses, their turrets and traps can trade be extremely useful with shopkeepers much more easily than most decent planning and resource management. If you know what you're doing, it's widely agreed to be one of the best classes in the monster races.
game. If you don't know what you're doing, it might end up being the worst.
* HumansAreAverage: They have no major drawbacks or unique bonuses, TheEngineer: While any class can use the Tinkering Kit to make traps and are about as good turrets, the Mechanist is the only class to start with one class as and specialize in the Tinkering skill.
* {{Magitek}}: The Mechanist specializes in making various magical traps, turrets, and even a robotic assistant, though
they are can also make more mundane things like {{Bear Trap}}s and empty bottles.
* TrapMaster: They start off
with any other. NPC humans a few {{Bear Trap}}s and a sleep trap, and can come equipped easily produce more traps with pretty much any sort of equipment.
their Tinkering Kit.



[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.

to:

[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
[[folder:Punisher]]

Added in by the Myths Legends and Outcasts Pariahs DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at Punisher is the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's
signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all
of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.[[HornyDevils Incubus]].



* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

to:

* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.



[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.

NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.

to:

[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
[[folder:Shaman]]

Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like Legends and Pariahs DLC, the swamp extremely treacherous. To help with both of these issues, they start with Shaman is the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's
signature class is of the Accursed.

NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.
[[OurGoblinsAreDifferent Goblin]].



* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* LifeDrain: NPC Vampires have two unique spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeDrain which absorbs health and mana from whatever it hits]].

to:

* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* LifeDrain: NPC Vampires have two unique spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeDrain which absorbs health and mana from whatever it hits]].



[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.

to:

[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
[[folder:Hunter]]

Added as a playable race in by the Myths Legends and Outcasts Pariahs DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's
Hunter is the signature class is of the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.
Insectoid.



* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

to:

* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.



[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.

to:

[[folder:Goatmen]]
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable
Human Barbarian]]
The default
race in available to anyone who owns the Myths game, Humans possess no particular advantages or disadvantages, and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty equally suited to Dexterity and any of the same InterfaceScrew classes. They are also the only race that other has access to all of the classes from the DLC right from the start, while the monstrous races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives need to unlock the Goatman a boost ability to Strength and Charisma. To feed into play any of the DLC classes besides their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's
signature class is the Brewer.

class.

NPC Goatmen humans spawn in Hell throughout the dungeon, and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency are hostile to throw potions at their foes.all monster races except Automatons.



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

to:

* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and BoringButPractical: They have no drawbacks, really interesting mechanics but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One
also no massive weaknesses, and can trade with shopkeepers much more easily than most of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
monster races.
* FaunsAndSatyrs: Their goat-like features combined HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with their propensity for drunkenness is definitely reminiscent one class as they are with any other. NPC humans can come equipped with pretty much any sort of satyrs.
equipment.



[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.

to:

[[folder:Automatons]]
[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Skeleton Conjurer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and gems to fuel can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. mana. To help keep their boiler fueled, they counteract this, skeletons also start with take more damage from maces and polearms, regenerate health and mana at a unique spell that reduces nearby items into scrap. Unlike quarter of the usual rate, and swim at half the speed of other monster races, Automatons are friendly with humans.

races.

The Automaton's Skeleton's signature class is the Mechanist.

NPC Automatons spawn
[[SummonMagic Conjurer]].

Enemy Skeletons are an extremely common foe
in the Ruins and Caves, and Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are neutral and able still hostile to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves. Skeleton players.



* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

to:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose AchievementMockery: Trying to play eat food as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
Skeleton will earn you the "Boneheaded" achievement.
* {{Steampunk}}: Sentient humanoid robots AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who run usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well
on steam power.
the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.



[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.

to:

[[folder:Incubi]]
[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
[[caption-width-right:350:A male Vampire Accursed]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they still gain bonuses from them). They begin are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on Bloodletting and Levitate spells, and have the minimap, nullifies all of ability to drain their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper own health to power spells they cast.

The Vampire's signature class of the Incubus is the Punisher.

[[CursedWithAwesome Accursed]].

NPC Incubi can appear Vampires spawn primarily in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey Bram's castle, and attack from a random direction. with health-draining magic.



* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

to:

* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}:
BloodMagic: Both player and NPC Incubi Vampires have the Teleport Bloodletting spell, which teleports them deals damage and causes enemies to a random spot in the dungeon. bleed.
* CastFromHitPoints:
If they use the Arcane Mark try to cast a spell on an foe, that they don't have enough mana for, their Teleport health will instead teleport be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay
them directly behind in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* LifeDrain: NPC Vampires have two unique spells
that creature.
do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeDrain which absorbs health and mana from whatever it hits]].



[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.

to:

[[folder:Goblins]]
[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Succubus Mesmer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Goblins Succubi are green-skinned, pointy-eared humanoids. Every time they blue-skinned feminine demons who gain a skill level in one weapon skill, they also boost two other weapon skills, bonuses from cursed items and all of their can freely remove them, while blessed equipment degrades can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Goblin's Succubus's signature class is the Shaman.

NPC Goblins
[[CharmPerson Mesmer]].

Enemy Succubi sometimes
spawn very commonly when a player drinks from a fountain, as well as spawning naturally in the Swamps, and somewhat less often in the Sand Labyrinth. hell. They use a variety of equipment, attack with charm spells to turn the players and will pick up their allies against one another, and use any weapons and armor if they find lying on the ground.take too much damage they'll attempt steal an item from one of their foes and teleport away.



* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

to:

* MagicallyIneptFighter: Goblin players AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings
are something you'll want to avoid while curses work the only race totally incapable same as blessings do for most of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.other races.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means
BizarreSexualDimorphism: The fact that trying to play as a Goblin player can switch around which type of weapon male Succubus will instead select the Incubus implies that they're using much more freely, depending on what's available to them and what the current enemies are weak to.same sexually-dimorphic species.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons
who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell
they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving
the Mines'' puts forth the idea that they're what happened monster race most suited to miners who were working too deep passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have
the mines and ended up "devolving" somehow.
Teleport spell, which teleports them to a random spot in the dungeon.



[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.

to:

[[folder:Insectoids]]
[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Goatman Brewer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Insectoids Goatmen are large, humanoid insects. goats with a love for drink. Their mana main gimmick is combined with their hunger meter in the form of Energy, hangovers, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no give a penalty from eating cursed or spoiled food. They also get to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three innate spells: Flutter, Dash, and Spray Acid.

potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Insectoid's Goatman's signature class is the Hunter.

[[AlchemyIsMagic Brewer]].

NPC Insectoids Goatmen spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment Hell and the Spray Acid spell. Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.


Added DiffLines:

* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

[[/folder]]

[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the [[TheEngineer Mechanist]].

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.
----
* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.
* TokenRobot: Automatons are the only mechanical enemy in the entire game.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the [[WhipItGood Punisher]].

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the [[WitchDoctor Shaman]].

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----
Is there an issue? Send a MessageReason:
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* FragileSpeedster: Fantastic Dexterity, but tied for the lowest Constitution growth in the game.

to:

* FragileSpeedster: Fantastic Dexterity, but tied with the Mesmer and Accursed for the lowest Constitution growth in the game.



* CarryABigStick: Like the Cleric, maces are the Sexton's default melee.

to:

* CarryABigStick: Like the Cleric, maces are the Sexton's default melee.melee weapon.



* SquishyWizard: The Mesmer is tied for the worst Constitution growth of all the classes.

to:

* SquishyWizard: The Mesmer is tied for the worst Constitution growth of all the classes.
classes at 1, and has the absolute worst starting Constitution at ''negative 4''.

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Added by the Myths and Outcasts DLC, the Conjurer is the signature class of the Skeleton.

to:

Added by the Myths and Outcasts DLC, the Conjurer is the signature class of the Skeleton.[[DemBones Skeleton]].



Added by the Myths and Outcasts DLC, the Accursed is the signature class of the Vampire.

to:

Added by the Myths and Outcasts DLC, the Accursed is the signature class of the Vampire.[[OurVampiresAreDifferent Vampire]].



* BareFistedMonk: The Accursed starts with a very high Unarmed skill, and can regain health and hunger by killing enemies with unarmed {{Back Stab}}s

to:

* BareFistedMonk: The Accursed starts with a very high Unarmed skill, and can regain health and hunger by killing enemies with unarmed {{Back Stab}}sStab}}s.



* CursedWithAwesome: They do need to eat more, but they have fantastic Intelligence, high movement speed, and the ability to drain vitality from slain foes. If you find the cure in the Arcane Library their hunger is totally negated, leaving only the upsides.
* FragileSpeedster: One of the upsides of the curse is a massively increased movement speed, but the Accursed is tied with the Rogue for the lowest Constitution growth in the game.

to:

* CursedWithAwesome: They do need to eat more, but they have fantastic Intelligence, high movement speed, and the ability to drain vitality from slain foes. If you find Curing the cure in the Arcane Library their hunger curse is totally negated, leaving only the upsides.
generally agreed to actually be a massive downgrade.
* FragileSpeedster: One of the upsides of the curse is a massively increased movement speed, but the Accursed is tied with the Rogue for the lowest Constitution growth in the game.



* SquishyWizard: They have the highest starting Intelligence of all the classes at 10, when most other mage classes start with one or two, as well as beginning with a very high Magic skill. They also have the lowest starting Constitution and Constitution growth in the game.

to:

* SquishyWizard: They have the highest starting Intelligence of all the classes at 10, when 10 (when most other mage classes start with one or two, two), as well as beginning with a very high Magic skill. They also have the joint lowest starting Constitution and Constitution growth in the game.



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[folder:Mesmer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/mesmer.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns
Mesmer]]
Unsuited for direct confrontation,
the game, Humans possess no particular advantages or disadvantages, Mesmer uses their magic and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the leadership ability to play any of enlist powerful allies.

Added by
the DLC classes besides their Myths and Outcasts DLC, the Mesmer is the signature class.

NPC humans spawn throughout
class of the dungeon, and are hostile to all monster races except Automatons.[[HornyDevils Succubus]].



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: They have no really interesting mechanics but AnIcePerson: As well as their CharmPerson magic they also no massive weaknesses, and can trade start with shopkeepers much more easily than most a spell book of Cold, which damages and slows enemies it hits.
* CharmPerson: The focus
of the the monster races.
* HumansAreAverage:
class. They have no major drawbacks or start with both a staff and spell book of Charm Monster, the latter of which is unique bonuses, and are about as good with one class as they are with any other. NPC humans can come to the Mesmer.
* MagicStaff: Come
equipped with pretty much any sort a Staff of equipment.
Charm Monster.
* RingOfPower: They begin with a +2 Ring of Protection, to give them a bit more survivability.
* SquishyWizard: The Mesmer is tied for the worst Constitution growth of all the classes.


Added DiffLines:


!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
----
* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

[[/folder]]

Added: 153

Changed: 283

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* BareFistedMonk: The Accursed starts with a very high Unarmed skill.

to:

* BareFistedMonk: The Accursed starts with a very high Unarmed skill.skill, and can regain health and hunger by killing enemies with unarmed {{Back Stab}}s



* CursedWithAwesome: They do need to eat more, but they have fantastic Intelligence and high movement speed. If you find the cure in the Arcane Library their hunger is totally negated, leaving only the upsides.

to:

* CursedWithAwesome: They do need to eat more, but they have fantastic Intelligence and Intelligence, high movement speed.speed, and the ability to drain vitality from slain foes. If you find the cure in the Arcane Library their hunger is totally negated, leaving only the upsides.



* {{Invisibility}}: They start with a spell book of Invisibility.

to:

* {{Invisibility}}: They start with a spell book of Invisibility. Invisibility, which is useful for evading foes or setting up Back
* LifeDrain: A successful unarmed BackStab will cause the Accursed to regain some health and hunger, counteracting the drawbacks of their curse somewhat.



* LifeDrain: NPC Vampires have two unique spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health. Though Vampire players can't cast either spell, they are constantly affected by the latter.

to:

* LifeDrain: NPC Vampires have two unique spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health. Though Vampire players can't cast either spell, they are constantly affected by the latter.

Added: 1855

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!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[folder:Accursed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/accursed.png]]
[[caption-width-right:350:A male Human Barbarian]]
Accursed]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes Accursed suffers from bestial hunger, but gains supernatural magic power and speed. An arcane library found deep within the DLC right from dungeon might have a cure.

Added by
the start, while Myths and Outcasts DLC, the monstrous races need to unlock Accursed is the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout
class of the dungeon, and are hostile to all monster races except Automatons.Vampire.



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: BareFistedMonk: The Accursed starts with a very high Unarmed skill.
* BigEater: The downside of the curse is that it makes the Accursed get hungry much faster than usual. Even with hunger disabled the curse will still damage the player, forcing them to eat food to regain health.
* CursedWithAwesome: They do need to eat more, but they have fantastic Intelligence and high movement speed. If you find the cure in the Arcane Library their hunger is totally negated, leaving only the upsides.
* FragileSpeedster: One of the upsides of the curse is a massively increased movement speed, but the Accursed is tied with the Rogue for the lowest Constitution growth in the game.
* {{Invisibility}}: They start with a spell book of Invisibility.
* SquishyWizard:
They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than the highest starting Intelligence of all the classes at 10, when most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good
other mage classes start with one class or two, as they are well as beginning with any other. NPC humans can come equipped with pretty much any sort of equipment.
a very high Magic skill. They also have the lowest starting Constitution and Constitution growth in the game.



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
----
* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

[[/folder]]



* LifeDrain: NPC Vampires have two unique spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health. Though Vampire players can't cast either spell, they are constantly affected by the latter.



* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

to:

* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal [[LifeDrain which absorbs health and mana from whatever it hits]].

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[[/folder]]




to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/monk_2.png]]
[[caption-width-right:350:A male Human Monk]]
Disciplined and hardy, Monks have little in the way of offensive training or material goods, but can rely on their excellent fortitude and adaptability.

Added by the Blessed Addition update.




to:

* BareFistedMonk: As is common for fantasy monks, the Monk is skilled with unarmed combat.
* LuckilyMyShieldWillProtectMe: Though they don't start with a shield, they're quite good with them.



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.
[[folder:Conjurer]]
[[quoteright:266:https://static.
tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/conjurer_6.png]]
[[caption-width-right:350:A [[caption-width-right:266:A male Human Barbarian]]
The default race available to anyone who owns
Conjurer]]
A frail but adept spellcaster,
the game, Humans possess no particular advantages or disadvantages, Conjurer is uniquely able to conjure allies with mana.

Added by the Myths
and are equally suited to any of Outcasts DLC, the classes. They are also Conjurer is the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout
class of the dungeon, and are hostile to all monster races except Automatons.Skeleton.



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: InTheHood: They have no really interesting mechanics but also no massive weaknesses, and can trade start with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses,
a red hood and are about as good with one class as they are cloak.
* MageMarksman: While Conjurers don't start
with any other. NPC humans can ranged weapons, they do have some levels in the Ranged skill.
* MagicStaff: They
come equipped with pretty much any sort a Magicstaff of equipment.
[[ShockAndAwe Lightning]].
* SquishyWizard: {{Downplayed}}. Despite specifically being called "frail" in their description, their Constitution growth isn't actually that bad, and is better than most of the other magic-focused classes.
* SummonMagic: The Conjurer's defining feature is their unique Conjure Skeleton spell, which summons a skeletal minion to fight on the Conjurer's behalf.


Added DiffLines:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
----
* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

[[/folder]]

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* MasterOfUnlocking: Rogues have a decent Tinkering skill and start with three lockpicks.



* MagicStaff: They start with a Magicstaff of Opening.

to:

* MagicStaff: They start with a Magicstaff of Opening.
[[OpenAndShut Opening]].



* JackOfAllStats: They have the exact same stat growth in every single stat.

to:

* JackOfAllStats: They The most extreme example of this in the game, Jokers have the exact same stat growth in every single stat.




Added by the Blessed Addition update.



* CarryABigStick: Like the Cleric, maces are the Sexton's default melee.




to:

* OpenAndShut: They start with the spellbooks for the Open and Lock spells, which do ExactlyWhatItSaysOnTheTin.



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[folder:Ninja]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/ninja_32.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns
Ninja]]
A highly specialized assassin,
the game, Humans possess no particular advantages Ninja ambushes foes with swords or disadvantages, and are equally suited ranged weapons, using a few other tricks to any get out of bad situations.

Added by
the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Blessed Addition update.



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: BearTrap: They start with three of them, useful for setting up ambushes or dropping while running away from an enemy.
* DiscOneNuke: Ninjas start off with a Crystal Sword, a weapon that normally doesn't show up until way later into the game. It's nearly broken, but if the player keeps it long enough to find a few Scrolls of Repair it's not going to be rivaled by any non-artifact weapon for quite a while.
* InTheHood: They start off with a black hood that also covers their face.
* {{Invisibility}}: They come with a potion of invisibility, useful for slipping past enemies or setting up a BackStab against a particularly tough foe.
* {{Ninja}}: [[ExactlyWhatItSaysOnTheTin As the name suggests]].
* StealthExpert: Ninjas
have no really interesting mechanics but also no massive weaknesses, and can trade the highest starting Stealth skill in the game at 60.
* {{Teleportation}}: They begin
with shopkeepers much more easily than most a few Scrolls of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as
Teleport in case they are with any other. NPC humans can come equipped with pretty much any sort of equipment.
need to make a quick getaway.

[[folder:Monk]]

----


Added DiffLines:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
----
* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

[[/folder]]

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* WeakButSkilled: They move fast and start with several useful utility skills, but they would be absolutely destroyed in most direct fights.

to:

* WeakButSkilled: They move fast and start with several useful utility skills, but they would be absolutely destroyed don't really hold up in most direct fights.



* PlayingWithFire: One of the spell books they start with is for the Fireball spell, which damages enemies and sets them on fire to cause DamageOverTime.

to:

* PlayingWithFire: One of the spell books they start with is for the Fireball spell, which damages enemies and [[ManOnFire sets them on fire fire]] to cause DamageOverTime.



[[folder:]]

to:

[[folder:]][[folder:Joker]]



* GoodLuckCharm: The Joker starts with the Luckstone, a rock that lowers the amount of weight they're carrying.



* MagicalClown: The have some magical skill to start with, and their [[JackOfAllStats totally average stat growth]] means that they're normally at least somewhat suited to spellcasting.

to:

* LethalJokeCharacter: The Joker may be a nearly-naked jester with some mostly-terrible starting equipment and no combat skills, but they also come with a few very rare and valuable items and their JackOfAllStats nature means that with some good RNG they can be built to fill almost any role you want.
* MagicalClown: The have some magical skill and a Confuse spell book to start with, and their [[JackOfAllStats totally average stat growth]] means that they're normally at least somewhat suited to spellcasting.


Added DiffLines:

[[folder:Sexton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sexton.png]]
[[caption-width-right:350:A male Human Sexton]]
A temple officer who serves unseen, the Sexton uses stealth and magic to slip their way through the dungeon with the aid of a few rare tools.
----
* ForcedSleep: They start with a spell book for the Sleep spell, which knocks an enemy unconscious until they take damage.
* RingsOfDeath: They start with three Steel Chakrams.
* MagicKnight: The Sexton starts off with a few useful spells and decent magical aptitude as well as skill with Maces and Shields.

[[/folder]]

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* FragileSpeedster/ GlassCannon: They have great Strength and Dexterity growth, allowing them to move fast and hit hard, but their starting Constitution is tied with Intelligence for the slowest-growing of all their stats.

to:

* FragileSpeedster/ GlassCannon: They have great Strength and Dexterity growth, allowing them to move fast and hit hard, but their starting Constitution is tied with Intelligence for the slowest-growing of all their stats.



[[folder:]]

to:

[[folder:]][[folder:Wizard]]



* AnIcePerson: One of the spell books they start with is for the Cold spell, which damages and slows enemies.



* PlayingWithFire: One of the spell books they start with is for the Fireball spell, which damages enemies and sets them on fire to cause DamageOverTime.



* SquishyWizard: They have absolutely ''terrible'' physical stats, but high Intelligence growth and several useful spells to start with.

to:

* SquishyWizard: They have The Wizard has absolutely ''terrible'' physical stats, but high Intelligence growth and several useful powerful spells to start with.




!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

\n!!Creatures\n!!!Playable Races\n[[folder:Humans]]\n[[folder:Arcanist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/arcanist_8.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns
Arcanist]]
A cunning spellcaster,
the game, Humans possess no particular advantages or disadvantages, Arcanist is less magically adept than the Wizard, but hardier and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
better equipped.



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade BowAndSwordInAccord: Similar to the Rogue, Arcanists start with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses,
both a crossbow and a sword, and are about as good equally skilled with one class as they are with any other. NPC humans can come both types of weapon.
* InTheHood: They're
equipped with pretty much any sort a purple hood by default.
* MageMarksman: Arcanists start with both a Crossbow and a Forcebolt spell book, and have great growth for both Intelligence and Dexterity.
* MagicStaff: They start with a Magicstaff
of equipment.
Opening.



[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.

to:

[[folder:Skeletons]]
[[folder:]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.org/pmwiki/pub/images/joker_35.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in
male Human Joker]]
A wild card,
the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of Joker comes with very little equipment but has a few tricks up their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.
sleeves nonetheless.



* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

to:

* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside?
JackOfAllStats: They ''can't'' eat, have the exact same stat growth in every single stat.
* MagicalClown: The have some magical skill to start with,
and they regain MP and HP at ''a quarter'' of the normal rate, meaning their [[JackOfAllStats totally average stat growth]] means that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since
they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is
normally {{Averted}}, the Skeleton bears special mention for being the only player race at least somewhat suited to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus spellcasting.
* RingOfPower: While most of their starting equipment isn't very good, they also start with an extremely useful Ring of Levitation.
* {{Teleportation}}: They start off with three Scrolls of Teleportation, which teleport them
to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.
random place in the level when used.



[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.

NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.

to:

[[folder:Vampires]]
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in
Human Barbarian]]
The default race available to anyone who owns
the Myths game, Humans possess no particular advantages or disadvantages, and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by equally suited to any of the touch of water, which makes areas like classes. They are also the swamp extremely treacherous. To help with both only race that has access to all of these issues, they start with the Bloodletting and Levitate spells, and have classes from the DLC right from the start, while the monstrous races need to unlock the ability to drain play any of the DLC classes besides their own health to power spells they cast.

The Vampire's
signature class is the Accursed.

class.

NPC Vampires humans spawn primarily in Bram's castle, throughout the dungeon, and attack with health-draining magic.are hostile to all monster races except Automatons.



* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

to:

* BloodMagic: Both player and NPC Vampires BoringButPractical: They have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't
no really indicate what their reactions would be to interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the typical vampire weaknesses since the entire game takes place either underground monster races.
* HumansAreAverage: They have no major drawbacks
or at night unique bonuses, and there's no garlic in the game, but are about as good with one class as they are burned by the touch of water.
* UnusableEnemyEquipment:
with any other. NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
humans can come equipped with pretty much any sort of equipment.



[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.

to:

[[folder:Succubi]]
[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Skeleton Conjurer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses Skeletons do not need food, cannot be set on fire, take reduced damage from cursed items most weapons, and can freely remove them, while blessed equipment can't be unequipped so easily (though even come back from the dead if they still gain bonuses had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from them). They begin with maces and polearms, regenerate health and mana at a quarter of the Teleport usual rate, and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

swim at half the speed of other races.

The Succubus's Skeleton's signature class is the Mesmer.

Conjurer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally Skeletons are an extremely common foe in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one Mines, making up almost all of their foes and teleport away.the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.



* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

to:

* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
AchievementMockery: Trying to avoid while curses work eat food as a Skeleton will earn you the same as blessings do for most of the other races."Boneheaded" achievement.
* BizarreSexualDimorphism: AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The fact downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that trying you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to play cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power
as a male Succubus terrifying necromancer and take over much of the known world, inciting rumors of a hero who will instead select the Incubus implies that rise up and slay them in turn.
* HolyBurnsEvil: Since
they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use
the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
model, the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi
only use spells and teleport away from enemies.
* HornedHumanoid: Though
difference between genders is the voxel graphics mean small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since
they could easily be mistaken for hair, they don't have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to
a random spot in the dungeon.
digestive system.



[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.

to:

[[folder:Goatmen]]
[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Vampire Accursed]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are humanoid goats with a love for drink. Their main gimmick is hangovers, burned by the touch of water, which give a penalty to Dexterity makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost ability to Strength and Charisma. To feed into drain their alcoholism, Goatmen have a chance own health to gain one to three potions from Fountains when power spells they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

cast.

The Goatman's Vampire's signature class is the Brewer.

Accursed.

NPC Goatmen Vampires spawn primarily in Hell Bram's castle, and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.attack with health-draining magic.



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

to:

* The Alchoholic: Goatman players are heavily incentivized to drink BloodMagic: Both player and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and NPC Vampires have no drawbacks, but going too long without the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast
a drink will give a hangover spell that gives the same penalties that being drunk does for other races. Even they don't have enough mana for, their image in health will be consumed to fuel the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
spell instead, though this also weakens the InterfaceScrew that being drunk normally has.
spell. It is possible to kill yourself with this if you aren't careful.
* ExtremeOmniGoat: One of EarlyGameHell: While the perks of playing as a Goatman is first few levels are tricky for any race, the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features
vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what
their propensity for drunkenness is definitely reminiscent reactions would be to most of satyrs.
the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].



[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.

to:

[[folder:Automatons]]
[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Succubus Mesmer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Automatons Succubi are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby blue-skinned feminine demons who gain bonuses from cursed items into scrap. Unlike the other monster races, Automatons are friendly and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with humans.

the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Automaton's Succubus's signature class is the Mechanist.

NPC Automatons
Mesmer.

Enemy Succubi sometimes
spawn when a player drinks from a fountain, as well as spawning naturally in the Ruins and Caves, and are neutral and able to be recruited regardless of race. hell. They have no equipment by default, but will pick up nearby items attack with charm spells to equip themselves. turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.



* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.

to:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red Dark blue skin.



* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.

to:

* BizarreSexualDimorphism: The fact that trying to play as a female Incubus male Succubus will instead select the Succubus Incubus implies that they're the same sexually-dimorphic species. species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.



* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.

to:

* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.



* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

to:

* HornyDevils: In contrast to Succubi, Incubi They fit the mold of a more aggressive sort of demon, rather than a typical depiction as seductive one.
feminine demons who utilize magic to confound and charm others.
* HellBentForLeather: When not wearing armor, ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their outfit is nothing more than a leather harness, leather straps, attacker and a leather thong.
then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Incubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi Succubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.
dungeon.



[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.

to:

[[folder:Goblins]]
[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Goatman Brewer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Goblins Goatmen are green-skinned, pointy-eared humanoids. Every time they gain humanoid goats with a skill level in one weapon skill, they also love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost two other weapon skills, to Strength and all of Charisma. To feed into their equipment degrades more slowly. However, raising any weapon skill takes longer, and alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they are incapable drink from them, which can include bottles of memorizing spells.

booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goblin's Goatman's signature class is the Shaman.

Brewer.

NPC Goblins Goatmen spawn very commonly in Hell and the Swamps, Citadel, and somewhat less often come in the Sand Labyrinth. ranged, melee, and magic-using varieties. They use also have a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.tendency to throw potions at their foes.



* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

to:

* MagicallyIneptFighter: Goblin The Alchoholic: Goatman players are the heavily incentivized to drink and drink often. Not only race totally incapable of memorizing spells, only able to use innate spells granted by classes like does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the Conjurer or Shaman and spells cast through items like tomes and staves.same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one ExtremeOmniGoat: One of the melee weapon types, they also increase perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with
their skill with two other weapon skills. This means that a Goblin player can switch around which type propensity for drunkenness is definitely reminiscent of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.
satyrs.



[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.

to:

[[folder:Insectoids]]
[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids Automatons are large, steampunk-style humanoid insects. Their mana is combined with robots that consume scrap, books, scrolls, stone, and gems to fuel their hunger meter in boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the form regeneration of Energy, which is capped at 50, constantly decreases, and determined by how well-fueled their boiler is refilled by eating food. rather than their Intelligence stat. To help keep their boiler fueled, they also start with the fact a unique spell that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Insectoid's Automaton's signature class is the Hunter.

Mechanist.

NPC Insectoids Automatons spawn commonly in the Sand Labyrinth, Ruins and Caves, and are often equipped with steel neutral and able to be recruited regardless of race. They have no equipment and the Spray Acid spell.by default, but will pick up nearby items to equip themselves.


Added DiffLines:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----

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* CarryABigStick: They start with a Quarterstaff.



* MagicStaff: They start with a Magicstaff of Slow.
* SimpleStaff: They start with a Quarterstaff.



* StandardStatusEffects: They start with a Magicstaff of Slow.

to:

* StandardStatusEffects: They start with a Magicstaff of Slow.




to:

* WeakButSkilled: They move fast and start with several useful utility skills, but they would be absolutely destroyed in most direct fights.



* CarryABigStick: Their default weapon is a quarterstaff.




to:

* SimpleStaff: Their default weapon is a quarterstaff.




to:

* BoringButPractical: Clerics combine decent starting stats and equipment with better magical aptitude than most melee classes. Their starting weapon is also a Mace, which is exceptionally effective against [[DemBones the skeletons who make up most of the enemies in the Mines.]] These factors make them quite helpful for beginners, but don't expect to be doing anything particularly flashy for a while.
* CarryABigStick: Like a lot of fantasy Clerics, they specialize in maces.
* JackOfAllStats: Their description in the game even calls them "well-rounded." They have basic proficiency in several skills and a starting inventory that combines [[MagicKnight a mace, shield, and summoning scrolls]]. Their stats make them lean more towards MightyGlacier territory, however, as they have poor Dexterity growth.
* SummonMagic: They start off with three Scrolls of Summon, which spawn a friendly allied monster to aid the Cleric in combat.



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[folder:Merchant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/merchant_03.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns
Merchant]]
A seasoned trader,
the game, Humans possess no particular advantages or disadvantages, Merchant is skilled in bartering and are equally suited adept but unsuited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
direct combat.



* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, AnAxToGrind: Their starting weapon.
* TheFace: Their high Charisma
and can trade skill with shopkeepers much more easily than most of Bartering means that they'll likely be the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good
one interacting with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.
merchants in multiplayer games.



[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.

to:

[[folder:Skeletons]]
[[folder:]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.org/pmwiki/pub/images/wizard_08.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in
male Human Wizard]]
A wise magician,
the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class
Wizard is the Conjurer.

Enemy Skeletons are an
frail but extremely common foe well versed in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.magic.



* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

to:

* AchievementMockery: Trying to eat food as MagicalAccessory: They come equipped with an Amulet of Magic Reflection and a Skeleton will earn you Cloak of Protection, giving them a little bit more survivability.
* MagicStaff: They start with a Magicstaff of Light.
* RobeAndWizardHat: They come equipped with a cloak and a Wizard Hat,
the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms
latter of which boosts their Intelligence slightly.
* SimpleStaff: They start with a quarterstaff, though their terrible
physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and stats means that they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
very good with it.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't
SquishyWizard: They have a digestive system.
absolutely ''terrible'' physical stats, but high Intelligence growth and several useful spells to start with.



[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.

NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.

to:

[[folder:Vampires]]

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in
Human Barbarian]]
The default race available to anyone who owns
the Myths game, Humans possess no particular advantages or disadvantages, and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by equally suited to any of the touch of water, which makes areas like classes. They are also the swamp extremely treacherous. To help with both only race that has access to all of these issues, they start with the Bloodletting and Levitate spells, and have classes from the DLC right from the start, while the monstrous races need to unlock the ability to drain play any of the DLC classes besides their own health to power spells they cast.

The Vampire's
signature class is the Accursed.

class.

NPC Vampires humans spawn primarily in Bram's castle, throughout the dungeon, and attack with health-draining magic.are hostile to all monster races except Automatons.



* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

to:

* BloodMagic: Both player and NPC Vampires BoringButPractical: They have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't
no really indicate what their reactions would be to interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the typical vampire weaknesses since the entire game takes place either underground monster races.
* HumansAreAverage: They have no major drawbacks
or at night unique bonuses, and there's no garlic in the game, but are about as good with one class as they are burned by the touch of water.
* UnusableEnemyEquipment:
with any other. NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
humans can come equipped with pretty much any sort of equipment.



[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.

to:

[[folder:Succubi]]
[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Skeleton Conjurer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses Skeletons do not need food, cannot be set on fire, take reduced damage from cursed items most weapons, and can freely remove them, while blessed equipment can't be unequipped so easily (though even come back from the dead if they still gain bonuses had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from them). They begin with maces and polearms, regenerate health and mana at a quarter of the Teleport usual rate, and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

swim at half the speed of other races.

The Succubus's Skeleton's signature class is the Mesmer.

Conjurer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally Skeletons are an extremely common foe in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one Mines, making up almost all of their foes and teleport away.the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.



* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

to:

* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
AchievementMockery: Trying to avoid while curses work eat food as a Skeleton will earn you the same as blessings do for most of the other races."Boneheaded" achievement.
* BizarreSexualDimorphism: AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The fact downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that trying you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to play cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power
as a male Succubus terrifying necromancer and take over much of the known world, inciting rumors of a hero who will instead select the Incubus implies that rise up and slay them in turn.
* HolyBurnsEvil: Since
they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use
the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
model, the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi
only use spells and teleport away from enemies.
* HornedHumanoid: Though
difference between genders is the voxel graphics mean small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since
they could easily be mistaken for hair, they don't have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to
a random spot in the dungeon.
digestive system.



[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.

to:

[[folder:Goatmen]]
[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Vampire Accursed]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are humanoid goats with a love for drink. Their main gimmick is hangovers, burned by the touch of water, which give a penalty to Dexterity makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost ability to Strength and Charisma. To feed into drain their alcoholism, Goatmen have a chance own health to gain one to three potions from Fountains when power spells they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

cast.

The Goatman's Vampire's signature class is the Brewer.

Accursed.

NPC Goatmen Vampires spawn primarily in Hell Bram's castle, and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.attack with health-draining magic.



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

to:

* The Alchoholic: Goatman players are heavily incentivized to drink BloodMagic: Both player and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and NPC Vampires have no drawbacks, but going too long without the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast
a drink will give a hangover spell that gives the same penalties that being drunk does for other races. Even they don't have enough mana for, their image in health will be consumed to fuel the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
spell instead, though this also weakens the InterfaceScrew that being drunk normally has.
spell. It is possible to kill yourself with this if you aren't careful.
* ExtremeOmniGoat: One of EarlyGameHell: While the perks of playing as a Goatman is first few levels are tricky for any race, the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features
vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what
their propensity for drunkenness is definitely reminiscent reactions would be to most of satyrs.
the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].



[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.

to:

[[folder:Automatons]]
[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Succubus Mesmer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Automatons Succubi are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby blue-skinned feminine demons who gain bonuses from cursed items into scrap. Unlike the other monster races, Automatons are friendly and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with humans.

the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Automaton's Succubus's signature class is the Mechanist.

NPC Automatons
Mesmer.

Enemy Succubi sometimes
spawn when a player drinks from a fountain, as well as spawning naturally in the Ruins and Caves, and are neutral and able to be recruited regardless of race. hell. They have no equipment by default, but will pick up nearby items attack with charm spells to equip themselves. turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.



* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.

to:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red Dark blue skin.



* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.

to:

* BizarreSexualDimorphism: The fact that trying to play as a female Incubus male Succubus will instead select the Succubus Incubus implies that they're the same sexually-dimorphic species. species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.



* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.

to:

* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.



* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

to:

* HornyDevils: In contrast to Succubi, Incubi They fit the mold of a more aggressive sort of demon, rather than a typical depiction as seductive one.
feminine demons who utilize magic to confound and charm others.
* HellBentForLeather: When not wearing armor, ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their outfit is nothing more than a leather harness, leather straps, attacker and a leather thong.
then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Incubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi Succubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.
dungeon.



[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.

to:

[[folder:Goblins]]
[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Goatman Brewer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Goblins Goatmen are green-skinned, pointy-eared humanoids. Every time they gain humanoid goats with a skill level in one weapon skill, they also love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost two other weapon skills, to Strength and all of Charisma. To feed into their equipment degrades more slowly. However, raising any weapon skill takes longer, and alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they are incapable drink from them, which can include bottles of memorizing spells.

booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goblin's Goatman's signature class is the Shaman.

Brewer.

NPC Goblins Goatmen spawn very commonly in Hell and the Swamps, Citadel, and somewhat less often come in the Sand Labyrinth. ranged, melee, and magic-using varieties. They use also have a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.tendency to throw potions at their foes.



* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

to:

* MagicallyIneptFighter: Goblin The Alchoholic: Goatman players are the heavily incentivized to drink and drink often. Not only race totally incapable of memorizing spells, only able to use innate spells granted by classes like does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the Conjurer or Shaman and spells cast through items like tomes and staves.same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one ExtremeOmniGoat: One of the melee weapon types, they also increase perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with
their skill with two other weapon skills. This means that a Goblin player can switch around which type propensity for drunkenness is definitely reminiscent of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.
satyrs.



[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.

to:

[[folder:Insectoids]]
[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids Automatons are large, steampunk-style humanoid insects. Their mana is combined with robots that consume scrap, books, scrolls, stone, and gems to fuel their hunger meter in boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the form regeneration of Energy, which is capped at 50, constantly decreases, and determined by how well-fueled their boiler is refilled by eating food. rather than their Intelligence stat. To help keep their boiler fueled, they also start with the fact a unique spell that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Insectoid's Automaton's signature class is the Hunter.

Mechanist.

NPC Insectoids Automatons spawn commonly in the Sand Labyrinth, Ruins and Caves, and are often equipped with steel neutral and able to be recruited regardless of race. They have no equipment and the Spray Acid spell.by default, but will pick up nearby items to equip themselves.


Added DiffLines:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----

Added: 6632

Changed: 15360

Removed: 5415

Is there an issue? Send a MessageReason:
None


* BowAndSwordInAccord: They start off with a shortbow, a spear, and a sword, with the skill to use all of them decently well.

to:

* BowAndSwordInAccord: They Besides the spear, they also start off with a shortbow, a spear, shortbow and a sword, with and the skill to use all of them decently well.



A dexterous but weak and poorly-equipped adventurer, the Rogue

to:

A dexterous but weak and poorly-equipped adventurer, the Rogue uses skill and dexterity to make up for their shortcomings.



* FragileSpeedster: Fantastic Dexterity, but the lowest Constitution growth in the game.

to:

* BowAndSwordInAccord: They start off with a Bronze Sword and a Shortbow, and are equally skilled in the use of both.
* FragileSpeedster: Fantastic Dexterity, but tied for the lowest Constitution growth in the game.
* InTheHood: Always start with a green hood and cloak.
* UtilityPartyMember: Their starting skill with Alchemy, Tinkering, and Appraisal makes them well-suited to this role, brewing potions, unlocking doors, and identifying items for the other players.





!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

\n\n!!Creatures\n!!!Playable Races\n[[folder:Humans]]\n[[quoteright:350:https://static.[[folder:Wanderer]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/wanderer.png]]
[[caption-width-right:350:A [[caption-width-right:349:A male Human Barbarian]]
The default race available to anyone who owns
Wanderer]]
A hardened traveler,
the game, Humans possess no particular advantages or disadvantages, Wanderer is low in armor and are equally suited to any of combat ability, but starts the classes. They are also the only race that has access to all game with several useful pieces of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
equipment.



* BoringButPractical: They have no really interesting mechanics, but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: CarryABigStick: Their default weapon is a quarterstaff.
* InTheHood: Always start with a brown hood.
* JackOfAllStats:
They have no really interesting mechanics, but also no massive weaknesses, fairly average growth rates in Strength, Dexterity, Constitution, and can trade with shopkeepers much more easily Perception, and their Intelligence growth, while still not very good, is a bit better than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.
other martial classes.



[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.

to:

[[folder:Skeletons]]
[[folder:Cleric]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.org/pmwiki/pub/images/cleric.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter
male Human Cleric]]
A student
of the usual rate, church, the Cleric fairly well equipped and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe
able in the Mines, many ways, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.well-rounded adventurer.



* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

to:

* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.



[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.

NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.

to:

[[folder:Vampires]]
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in
Human Barbarian]]
The default race available to anyone who owns
the Myths game, Humans possess no particular advantages or disadvantages, and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by equally suited to any of the touch of water, which makes areas like classes. They are also the swamp extremely treacherous. To help with both only race that has access to all of these issues, they start with the Bloodletting and Levitate spells, and have classes from the DLC right from the start, while the monstrous races need to unlock the ability to drain play any of the DLC classes besides their own health to power spells they cast.

The Vampire's
signature class is the Accursed.

class.

NPC Vampires humans spawn primarily in Bram's castle, throughout the dungeon, and attack with health-draining magic.are hostile to all monster races except Automatons.



* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

to:

* BloodMagic: Both player and NPC Vampires BoringButPractical: They have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't
no really indicate what their reactions would be to interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the typical vampire weaknesses since the entire game takes place either underground monster races.
* HumansAreAverage: They have no major drawbacks
or at night unique bonuses, and there's no garlic in the game, but are about as good with one class as they are burned by the touch of water.
* UnusableEnemyEquipment:
with any other. NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
humans can come equipped with pretty much any sort of equipment.



[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.

to:

[[folder:Succubi]]
[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Skeleton Conjurer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses Skeletons do not need food, cannot be set on fire, take reduced damage from cursed items most weapons, and can freely remove them, while blessed equipment can't be unequipped so easily (though even come back from the dead if they still gain bonuses had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from them). They begin with maces and polearms, regenerate health and mana at a quarter of the Teleport usual rate, and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

swim at half the speed of other races.

The Succubus's Skeleton's signature class is the Mesmer.

Conjurer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally Skeletons are an extremely common foe in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one Mines, making up almost all of their foes and teleport away.the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.



* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

to:

* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
AchievementMockery: Trying to avoid while curses work eat food as a Skeleton will earn you the same as blessings do for most of the other races."Boneheaded" achievement.
* BizarreSexualDimorphism: AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The fact downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that trying you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to play cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power
as a male Succubus terrifying necromancer and take over much of the known world, inciting rumors of a hero who will instead select the Incubus implies that rise up and slay them in turn.
* HolyBurnsEvil: Since
they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use
the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
model, the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi
only use spells and teleport away from enemies.
* HornedHumanoid: Though
difference between genders is the voxel graphics mean small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since
they could easily be mistaken for hair, they don't have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to
a random spot in the dungeon.
digestive system.



[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.

to:

[[folder:Goatmen]]
[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Vampire Accursed]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are humanoid goats with a love for drink. Their main gimmick is hangovers, burned by the touch of water, which give a penalty to Dexterity makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost ability to Strength and Charisma. To feed into drain their alcoholism, Goatmen have a chance own health to gain one to three potions from Fountains when power spells they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

cast.

The Goatman's Vampire's signature class is the Brewer.

Accursed.

NPC Goatmen Vampires spawn primarily in Hell Bram's castle, and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.attack with health-draining magic.



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

to:

* The Alchoholic: Goatman players are heavily incentivized to drink BloodMagic: Both player and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and NPC Vampires have no drawbacks, but going too long without the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast
a drink will give a hangover spell that gives the same penalties that being drunk does for other races. Even they don't have enough mana for, their image in health will be consumed to fuel the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
spell instead, though this also weakens the InterfaceScrew that being drunk normally has.
spell. It is possible to kill yourself with this if you aren't careful.
* ExtremeOmniGoat: One of EarlyGameHell: While the perks of playing as a Goatman is first few levels are tricky for any race, the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features
vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what
their propensity for drunkenness is definitely reminiscent reactions would be to most of satyrs.
the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].



[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.

to:

[[folder:Automatons]]
[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Succubus Mesmer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Automatons Succubi are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby blue-skinned feminine demons who gain bonuses from cursed items into scrap. Unlike the other monster races, Automatons are friendly and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with humans.

the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Automaton's Succubus's signature class is the Mechanist.

NPC Automatons
Mesmer.

Enemy Succubi sometimes
spawn when a player drinks from a fountain, as well as spawning naturally in the Ruins and Caves, and are neutral and able to be recruited regardless of race. hell. They have no equipment by default, but will pick up nearby items attack with charm spells to equip themselves. turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.



* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.

to:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red Dark blue skin.



* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.

to:

* BizarreSexualDimorphism: The fact that trying to play as a female Incubus male Succubus will instead select the Succubus Incubus implies that they're the same sexually-dimorphic species. species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.



* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.

to:

* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.



* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

to:

* HornyDevils: In contrast to Succubi, Incubi They fit the mold of a more aggressive sort of demon, rather than a typical depiction as seductive one.
feminine demons who utilize magic to confound and charm others.
* HellBentForLeather: When not wearing armor, ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their outfit is nothing more than a leather harness, leather straps, attacker and a leather thong.
then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Incubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi Succubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.
dungeon.



[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.

to:

[[folder:Goblins]]
[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Goatman Brewer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Goblins Goatmen are green-skinned, pointy-eared humanoids. Every time they gain humanoid goats with a skill level in one weapon skill, they also love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost two other weapon skills, to Strength and all of Charisma. To feed into their equipment degrades more slowly. However, raising any weapon skill takes longer, and alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they are incapable drink from them, which can include bottles of memorizing spells.

booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goblin's Goatman's signature class is the Shaman.

Brewer.

NPC Goblins Goatmen spawn very commonly in Hell and the Swamps, Citadel, and somewhat less often come in the Sand Labyrinth. ranged, melee, and magic-using varieties. They use also have a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.tendency to throw potions at their foes.



* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

to:

* MagicallyIneptFighter: Goblin The Alchoholic: Goatman players are the heavily incentivized to drink and drink often. Not only race totally incapable of memorizing spells, only able to use innate spells granted by classes like does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the Conjurer or Shaman and spells cast through items like tomes and staves.same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one ExtremeOmniGoat: One of the melee weapon types, they also increase perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with
their skill with two other weapon skills. This means that a Goblin player can switch around which type propensity for drunkenness is definitely reminiscent of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.
satyrs.



[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.

to:

[[folder:Insectoids]]
[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids Automatons are large, steampunk-style humanoid insects. Their mana is combined with robots that consume scrap, books, scrolls, stone, and gems to fuel their hunger meter in boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the form regeneration of Energy, which is capped at 50, constantly decreases, and determined by how well-fueled their boiler is refilled by eating food. rather than their Intelligence stat. To help keep their boiler fueled, they also start with the fact a unique spell that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Insectoid's Automaton's signature class is the Hunter.

Mechanist.

NPC Insectoids Automatons spawn commonly in the Sand Labyrinth, Ruins and Caves, and are often equipped with steel neutral and able to be recruited regardless of race. They have no equipment and the Spray Acid spell.by default, but will pick up nearby items to equip themselves.


Added DiffLines:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----

Added: 7053

Changed: 15787

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None


A skilled melee fighter, the Barbarian has little armor but make up for it in speed and strength.

to:

A skilled melee fighter, the Barbarian has little armor but make makes up for it in speed and strength.



* MagicallyIneptFighter: They have a -1 Intelligence to start with, and it's tied with Constitution for the slowest-growing of all their stats.

to:

* MagicallyIneptFighter: They have a -1 Intelligence to start with, and it's tied with Constitution for the slowest-growing of all their stats.



* LuckilyMySHieldWillProtectMe: They start off with a Bronze Shield and a high shield skill.
* MagicallyIneptFighter: While none of the martial classes have good Intelligence, Warriors are notable for having the lowest Intelligence growth in the entire game, at a measly ''1.''



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[folder:Healer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/healer.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns
Healer]]
A talented physician but poor fighter,
the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Healer begins starts with several useful tools for healing.



* BoringButPractical: They have no really interesting mechanics, but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: AntiDebuff: They have no really interesting mechanics, but also no massive weaknesses, and can trade start with shopkeepers much more easily than most a spell book of the the monster races.
Cure Ailment, which removes status effects from them and nearby allies.
* HumansAreAverage: CarryABigStick: They have no major drawbacks or unique bonuses, start with a Quarterstaff.
* CombatMedic: Though they're never going to be great at it due to their mediocre physical stats, they're still fully capable of joining into a fight
and are about as good decent with one class as they are polearms.
* SupportPartyMember: Their proficiency
with any other. NPC humans can come equipped Alchemy and starting support spells means that they're well-suited to this role, though there's of course nothing stopping them from picking up more offensive magic options as the game goes on.
* StandardStatusEffects: They start
with pretty much any sort a Magicstaff of equipment.
Slow.



[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.

to:

[[folder:Skeletons]]
[[folder:Rogue]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.org/pmwiki/pub/images/rogue_6.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in
male Human Rogue]]
A dexterous but weak and poorly-equipped adventurer,
the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.
Rogue



* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

to:

* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx,
FragileSpeedster: Fantastic Dexterity, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of lowest Constitution growth in the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.
game.



[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.

NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.

to:

[[folder:Vampires]]


!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in
Human Barbarian]]
The default race available to anyone who owns
the Myths game, Humans possess no particular advantages or disadvantages, and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by equally suited to any of the touch of water, which makes areas like classes. They are also the swamp extremely treacherous. To help with both only race that has access to all of these issues, they start with the Bloodletting and Levitate spells, and have classes from the DLC right from the start, while the monstrous races need to unlock the ability to drain play any of the DLC classes besides their own health to power spells they cast.

The Vampire's
signature class is the Accursed.

class.

NPC Vampires humans spawn primarily in Bram's castle, throughout the dungeon, and attack with health-draining magic.are hostile to all monster races except Automatons.



* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

to:

* BloodMagic: Both player and NPC Vampires BoringButPractical: They have the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't
no really indicate what their reactions would be to interesting mechanics, but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the typical vampire weaknesses since the entire game takes place either underground monster races.
* HumansAreAverage: They have no major drawbacks
or at night unique bonuses, and there's no garlic in the game, but are about as good with one class as they are burned by the touch of water.
* UnusableEnemyEquipment:
with any other. NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
humans can come equipped with pretty much any sort of equipment.



[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.

to:

[[folder:Succubi]]
[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Skeleton Conjurer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses Skeletons do not need food, cannot be set on fire, take reduced damage from cursed items most weapons, and can freely remove them, while blessed equipment can't be unequipped so easily (though even come back from the dead if they still gain bonuses had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from them). They begin with maces and polearms, regenerate health and mana at a quarter of the Teleport usual rate, and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

swim at half the speed of other races.

The Succubus's Skeleton's signature class is the Mesmer.

Conjurer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally Skeletons are an extremely common foe in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one Mines, making up almost all of their foes and teleport away.the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.



* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

to:

* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
AchievementMockery: Trying to avoid while curses work eat food as a Skeleton will earn you the same as blessings do for most of the other races."Boneheaded" achievement.
* BizarreSexualDimorphism: AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The fact downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that trying you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to play cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power
as a male Succubus terrifying necromancer and take over much of the known world, inciting rumors of a hero who will instead select the Incubus implies that rise up and slay them in turn.
* HolyBurnsEvil: Since
they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use
the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
model, the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi
only use spells and teleport away from enemies.
* HornedHumanoid: Though
difference between genders is the voxel graphics mean small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since
they could easily be mistaken for hair, they don't have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to
a random spot in the dungeon.
digestive system.



[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.

to:

[[folder:Goatmen]]
[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Vampire Accursed]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are humanoid goats with a love for drink. Their main gimmick is hangovers, burned by the touch of water, which give a penalty to Dexterity makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost ability to Strength and Charisma. To feed into drain their alcoholism, Goatmen have a chance own health to gain one to three potions from Fountains when power spells they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

cast.

The Goatman's Vampire's signature class is the Brewer.

Accursed.

NPC Goatmen Vampires spawn primarily in Hell Bram's castle, and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.attack with health-draining magic.



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

to:

* The Alchoholic: Goatman players are heavily incentivized to drink BloodMagic: Both player and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and NPC Vampires have no drawbacks, but going too long without the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast
a drink will give a hangover spell that gives the same penalties that being drunk does for other races. Even they don't have enough mana for, their image in health will be consumed to fuel the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
spell instead, though this also weakens the InterfaceScrew that being drunk normally has.
spell. It is possible to kill yourself with this if you aren't careful.
* ExtremeOmniGoat: One of EarlyGameHell: While the perks of playing as a Goatman is first few levels are tricky for any race, the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features
vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what
their propensity for drunkenness is definitely reminiscent reactions would be to most of satyrs.
the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].



[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.

to:

[[folder:Automatons]]
[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Succubus Mesmer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Automatons Succubi are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby blue-skinned feminine demons who gain bonuses from cursed items into scrap. Unlike the other monster races, Automatons are friendly and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with humans.

the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Automaton's Succubus's signature class is the Mechanist.

NPC Automatons
Mesmer.

Enemy Succubi sometimes
spawn when a player drinks from a fountain, as well as spawning naturally in the Ruins and Caves, and are neutral and able to be recruited regardless of race. hell. They have no equipment by default, but will pick up nearby items attack with charm spells to equip themselves. turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.



* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.

to:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red Dark blue skin.



* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.

to:

* BizarreSexualDimorphism: The fact that trying to play as a female Incubus male Succubus will instead select the Succubus Incubus implies that they're the same sexually-dimorphic species. species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.



* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.

to:

* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.



* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

to:

* HornyDevils: In contrast to Succubi, Incubi They fit the mold of a more aggressive sort of demon, rather than a typical depiction as seductive one.
feminine demons who utilize magic to confound and charm others.
* HellBentForLeather: When not wearing armor, ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their outfit is nothing more than a leather harness, leather straps, attacker and a leather thong.
then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Incubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi Succubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.
dungeon.



[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.

to:

[[folder:Goblins]]
[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Goatman Brewer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Goblins Goatmen are green-skinned, pointy-eared humanoids. Every time they gain humanoid goats with a skill level in one weapon skill, they also love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost two other weapon skills, to Strength and all of Charisma. To feed into their equipment degrades more slowly. However, raising any weapon skill takes longer, and alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they are incapable drink from them, which can include bottles of memorizing spells.

booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goblin's Goatman's signature class is the Shaman.

Brewer.

NPC Goblins Goatmen spawn very commonly in Hell and the Swamps, Citadel, and somewhat less often come in the Sand Labyrinth. ranged, melee, and magic-using varieties. They use also have a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.tendency to throw potions at their foes.



* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

to:

* MagicallyIneptFighter: Goblin The Alchoholic: Goatman players are the heavily incentivized to drink and drink often. Not only race totally incapable of memorizing spells, only able to use innate spells granted by classes like does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the Conjurer or Shaman and spells cast through items like tomes and staves.same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one ExtremeOmniGoat: One of the melee weapon types, they also increase perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with
their skill with two other weapon skills. This means that a Goblin player can switch around which type propensity for drunkenness is definitely reminiscent of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.
satyrs.



[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.

to:

[[folder:Insectoids]]
[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids Automatons are large, steampunk-style humanoid insects. Their mana is combined with robots that consume scrap, books, scrolls, stone, and gems to fuel their hunger meter in boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the form regeneration of Energy, which is capped at 50, constantly decreases, and determined by how well-fueled their boiler is refilled by eating food. rather than their Intelligence stat. To help keep their boiler fueled, they also start with the fact a unique spell that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Insectoid's Automaton's signature class is the Hunter.

Mechanist.

NPC Insectoids Automatons spawn commonly in the Sand Labyrinth, Ruins and Caves, and are often equipped with steel neutral and able to be recruited regardless of race. They have no equipment and the Spray Acid spell.by default, but will pick up nearby items to equip themselves.


Added DiffLines:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----

Added: 6842

Changed: 15839

Removed: 3936

Is there an issue? Send a MessageReason:
None



!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]

to:

\n!!Creatures\n!!!Playable Races\n[[folder:Humans]]\n[[folder:Barbarian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.org/pmwiki/pub/images/barbarian.png]]



The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.

to:

The default race available to anyone who owns A skilled melee fighter, the game, Humans possess no particular advantages or disadvantages, Barbarian has little armor but make up for it in speed and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
strength.



* BoringButPractical: They have no really interesting mechanics, but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

to:

* BoringButPractical: AnAxToGrind: Their default melee weapon is an Iron Axe, though they're also skilled with [[CarryABigStick maces]].
* BarbarianHero:
* CarryABigStick: Their other weapon.
* FragileSpeedster/ GlassCannon:
They have no really interesting mechanics, great Strength and Dexterity growth, allowing them to move fast and hit hard, but also no massive weaknesses, and can trade their starting Constitution is tied with shopkeepers much more easily than most of Intelligence for the the monster races.
slowest-growing of all their stats.
* HumansAreAverage: MagicallyIneptFighter: They have no major drawbacks or unique bonuses, a -1 Intelligence to start with, and are about as good it's tied with one class as they are with any other. NPC humans can come equipped with pretty much any sort Constitution for the slowest-growing of equipment.
all their stats.



[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.

to:

[[folder:Skeletons]]
[[folder:Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.org/pmwiki/pub/images/warrior_5.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in
male Human Warrior]]
A trained and heavily-armored soldier,
the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost Warrior is skilled with several types of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.
weapon.



* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

to:

* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
BladeOnAStick: Their default weapon is an Iron Spear.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? BowAndSwordInAccord: They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky start off with RNG, your run won't go far unless you flee from most fights or learn to cheese a shortbow, a spear, and a sword, with the AI. However, certain classes can take advantage skill to use all of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay
them in turn.
decently well.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't
MightyGlacier: They have a digestive system.
excellent Constitution growth, but poor Dexterity.



[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.

to:

[[folder:Vampires]]
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in
Human Barbarian]]
The default race available to anyone who owns
the Myths game, Humans possess no particular advantages or disadvantages, and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by equally suited to any of the touch of water, which makes areas like classes. They are also the swamp extremely treacherous. To help with both only race that has access to all of these issues, they start with the Bloodletting and Levitate spells, and have classes from the DLC right from the start, while the monstrous races need to unlock the ability to drain play any of the DLC classes besides their own health to power spells they cast.

The Vampire's
signature class is class.

NPC humans spawn throughout
the Accursed.dungeon, and are hostile to all monster races except Automatons.



* BloodMagic: They start with the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

to:

* BloodMagic: BoringButPractical: They start with the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't
have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't
no really indicate what their reactions would be to interesting mechanics, but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the typical vampire weaknesses since the entire game takes place either underground monster races.
* HumansAreAverage: They have no major drawbacks
or at night unique bonuses, and there's no garlic in the game, but are about as good with one class as they are burned by the touch of water.
* UnusableEnemyEquipment:
with any other. NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
humans can come equipped with pretty much any sort of equipment.



[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.

to:

[[folder:Succubi]]
[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Skeleton Conjurer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses Skeletons do not need food, cannot be set on fire, take reduced damage from cursed items most weapons, and can freely remove them, while blessed equipment can't be unequipped so easily (though even come back from the dead if they still gain bonuses had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from them). They begin with maces and polearms, regenerate health and mana at a quarter of the Teleport usual rate, and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

swim at half the speed of other races.

The Succubus's Skeleton's signature class is the Mesmer.

Conjurer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally Skeletons are an extremely common foe in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one Mines, making up almost all of their foes and teleport away.the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.



* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

to:

* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
AchievementMockery: Trying to avoid while curses work eat food as a Skeleton will earn you the same as blessings do for most of the other races."Boneheaded" achievement.
* BizarreSexualDimorphism: AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The fact downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that trying you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to play cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power
as a male Succubus terrifying necromancer and take over much of the known world, inciting rumors of a hero who will instead select the Incubus implies that rise up and slay them in turn.
* HolyBurnsEvil: Since
they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use
the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
model, the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi
only use spells and teleport away from enemies.
* HornedHumanoid: Though
difference between genders is the voxel graphics mean small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since
they could easily be mistaken for hair, they don't have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to
a random spot in the dungeon.
digestive system.



[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.

to:

[[folder:Goatmen]]
[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Vampire Accursed]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are humanoid goats with a love for drink. Their main gimmick is hangovers, burned by the touch of water, which give a penalty to Dexterity makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost ability to Strength and Charisma. To feed into drain their alcoholism, Goatmen have a chance own health to gain one to three potions from Fountains when power spells they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

cast.

The Goatman's Vampire's signature class is the Brewer.

Accursed.

NPC Goatmen Vampires spawn primarily in Hell Bram's castle, and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.attack with health-draining magic.



* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

to:

* The Alchoholic: Goatman players are heavily incentivized to drink BloodMagic: Both player and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and NPC Vampires have no drawbacks, but going too long without the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast
a drink will give a hangover spell that gives the same penalties that being drunk does for other races. Even they don't have enough mana for, their image in health will be consumed to fuel the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
spell instead, though this also weakens the InterfaceScrew that being drunk normally has.
spell. It is possible to kill yourself with this if you aren't careful.
* ExtremeOmniGoat: One of EarlyGameHell: While the perks of playing as a Goatman is first few levels are tricky for any race, the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features
vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what
their propensity for drunkenness is definitely reminiscent reactions would be to most of satyrs.
the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].



[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.

to:

[[folder:Automatons]]
[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Succubus Mesmer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Automatons Succubi are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby blue-skinned feminine demons who gain bonuses from cursed items into scrap. Unlike the other monster races, Automatons are friendly and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with humans.

the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Automaton's Succubus's signature class is the Mechanist.

NPC Automatons
Mesmer.

Enemy Succubi sometimes
spawn when a player drinks from a fountain, as well as spawning naturally in the Ruins and Caves, and are neutral and able to be recruited regardless of race. hell. They have no equipment by default, but will pick up nearby items attack with charm spells to equip themselves. turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.



* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.

to:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red Dark blue skin.



* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.

to:

* BizarreSexualDimorphism: The fact that trying to play as a female Incubus male Succubus will instead select the Succubus Incubus implies that they're the same sexually-dimorphic species. species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.



* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.

to:

* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.



* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

to:

* HornyDevils: In contrast to Succubi, Incubi They fit the mold of a more aggressive sort of demon, rather than a typical depiction as seductive one.
feminine demons who utilize magic to confound and charm others.
* HellBentForLeather: When not wearing armor, ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their outfit is nothing more than a leather harness, leather straps, attacker and a leather thong.
then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Incubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi Succubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.
dungeon.



[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.

to:

[[folder:Goblins]]
[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Goatman Brewer]]
Added as a playable race in the Legends Myths and Pariahs Outcasts DLC, Goblins Goatmen are green-skinned, pointy-eared humanoids. Every time they gain humanoid goats with a skill level in one weapon skill, they also love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost two other weapon skills, to Strength and all of Charisma. To feed into their equipment degrades more slowly. However, raising any weapon skill takes longer, and alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they are incapable drink from them, which can include bottles of memorizing spells.

booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goblin's Goatman's signature class is the Shaman.

Brewer.

NPC Goblins Goatmen spawn very commonly in Hell and the Swamps, Citadel, and somewhat less often come in the Sand Labyrinth. ranged, melee, and magic-using varieties. They use also have a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.tendency to throw potions at their foes.



* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent:
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

to:

* MagicallyIneptFighter: Goblin The Alchoholic: Goatman players are the heavily incentivized to drink and drink often. Not only race totally incapable of memorizing spells, only able to use innate spells granted by classes like does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the Conjurer or Shaman and spells cast through items like tomes and staves.same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one ExtremeOmniGoat: One of the melee weapon types, they also increase perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with
their skill with two other weapon skills. This means that a Goblin player can switch around which type propensity for drunkenness is definitely reminiscent of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent:
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.
satyrs.



[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.

to:

[[folder:Insectoids]]
[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids Automatons are large, steampunk-style humanoid insects. Their mana is combined with robots that consume scrap, books, scrolls, stone, and gems to fuel their hunger meter in boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the form regeneration of Energy, which is capped at 50, constantly decreases, and determined by how well-fueled their boiler is refilled by eating food. rather than their Intelligence stat. To help keep their boiler fueled, they also start with the fact a unique spell that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Insectoid's Automaton's signature class is the Hunter.

Mechanist.

NPC Insectoids Automatons spawn commonly in the Sand Labyrinth, Ruins and Caves, and are often equipped with steel neutral and able to be recruited regardless of race. They have no equipment and the Spray Acid spell.by default, but will pick up nearby items to equip themselves.


Added DiffLines:

* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----
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Added DiffLines:

[[foldercontrol]]

!!Classes

!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
[[caption-width-right:350:A male Human Barbarian]]
The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.

NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
----
* BoringButPractical: They have no really interesting mechanics, but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the the monster races.
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.

[[/folder]]

[[folder:Skeletons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.

The Skeleton's signature class is the Conjurer.

Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.
----
* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.

[[/folder]]

[[folder:Vampires]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.

The Vampire's signature class is the Accursed.
----
* BloodMagic: They start with the Bloodletting spell, which deals damage and causes enemies to bleed.
* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since the entire game takes place either underground or at night and there's no garlic in the game, but they are burned by the touch of water.
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].

[[/folder]]

[[folder:Succubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.

The Succubus's signature class is the Mesmer.

Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.
----
* AmazingTechnicolorPopulation: Dark blue skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[HornyDevils Succubi]], this trope is implied.
* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than underwear.
* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.

[[/folder]]

[[folder:Goatmen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
[[caption-width-right:350:A male Goatman Brewer]]
Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.

The Goatman's signature class is the Brewer.

NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.
----
* The Alchoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.

[[/folder]]

[[folder:Automatons]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
[[caption-width-right:350:A male Automaton Mechanist]]
Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.

The Automaton's signature class is the Mechanist.

NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.
----
* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
* TheBlank: They don't really have "faces" so much as they have "headlamps."
* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
* {{Steampunk}}: Sentient humanoid robots who run on steam power.

[[/folder]]

[[folder:Incubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
[[caption-width-right:350:An Incubus Punisher]]
Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell will always teleport the Incubus behind their mark and is cheaper to cast.

The signature class of the Incubus is the Punisher.

NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
----
* AmazingTechnicolorPopulation: Bright red skin.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
* EroticAsphyxiation/ TooKinkyToTorture: Implied by the fact that Amulets of Strangulation give mana instead of draining health.
* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
* HornyDevils: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.

[[/folder]]

[[folder:Goblins]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
[[caption-width-right:350:A male Goblin Shaman]]
Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.

The Goblin's signature class is the Shaman.

NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
----
* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
* OurGoblinsAreDifferent:
* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.

[[/folder]]

[[folder:Insectoids]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
[[caption-width-right:350:A male Insectoid Hunter]]
Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.

The Insectoid's signature class is the Hunter.

NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
----
* HollywoodAcid: The Spray Acid spell, which they know innately. It sprays out a wave of bright green acid that damages equipment, even if it's not being worn by the creature affected.
* VideoGameDashing: Their unique Dash spell, which thrusts the player in the direction they're moving.
* WingsDoNothing: Played straight for NPC Insectoids, which cannot fly over gaps despite having wings, but Insectoid players get the Flutter spell to gain temporary flight.

[[/folder]]

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