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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.
to:
* 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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Changed line(s) 486 (click to see context) from:
* EvilLaugh:
to:
* 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.
* 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.
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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.
to:
* 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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to:
* 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.
--> Magic is mysterious and powerful, and so there are many details that cause this to occur.
Changed line(s) 514 (click to see context) from:
* EvenEvilHasLoveOnes:
to:
* 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.
Changed line(s) 516 (click to see context) from:
* 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.
to:
* 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:
Changed line(s) 506 (click to see context) from:
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.
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.
Added DiffLines:
* EvenEvilHasLoveOnes:
* EvilLaugh: Just like Herx, they will often laugh maniacally when the Minotaur shows up to hunt down the player.
* EvilLaugh: Just like Herx, they will often laugh maniacally when the Minotaur shows up to hunt down the player.
Added DiffLines:
* 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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Changed line(s) 221,226 (click to see context) from:
[[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]].
[[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]].
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
A
Added by the
Changed line(s) 228,232 (click to see context) from:
* 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.
* 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 startoff 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.
* 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.
*
* BareFistedMonk: They start
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[[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]].
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The Punisher picks unfair fights, toying with foes using dark magic
A skilled craftsman, the Mechanist uses a toolkit to make and
Added by the Legends and Pariahs DLC, the
* 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]].
----
* 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]].
----
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* 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.
to:
* 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.
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* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs.
to:
* 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.
* 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.
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* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby.
to:
* {{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.
* 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.
to:
** 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.
** The [[BigCreepyCrawlies Spider Form]] grants bonus Strength, Constitution, and Perception, as well as the [[AllWebbedUp Spray Web]] spell.
to:
** 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.
** The [[BigCreepyCrawlies Spider Form]] grants bonus Strength, Constitution, and Perception, as well as the [[AllWebbedUp Spray Web]]
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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]] 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.
Changed line(s) 483,484 (click to see context) from:
* 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.
Changed line(s) 491 (click to see context) from:
Added in the Legends and Pariah's update, Orpheus and Erudyce serve as the FinalBoss of the game.
to:
Added in the Legends and Pariah's Blessed Addition update, Orpheus and Erudyce serve as the FinalBoss of the game.
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to:
[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2020_09_10_18_13_56.png]]
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to:
* FlunkyBoss:
* OurLichesAreDifferent:
* PowerFloats:
* 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:
* FlunkyBoss:
Changed line(s) 483 (click to see context) from:
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.
Added in the Legends and Pariah's update, Orpheus and Erudyce serve as the FinalBoss of the game.
Changed line(s) 485 (click to see context) from:
to:
* 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.
* 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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Changed line(s) 446 (click to see context) from:
[[/folder]]
to:
!!!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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Changed line(s) 329 (click to see context) from:
* 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.
to:
* 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.
Changed line(s) 332 (click to see context) from:
* 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.
to:
* 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.
Changed line(s) 334,335 (click to see context) from:
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeDrain which absorbs health and mana from whatever it hits]].
to:
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Changed line(s) 261 (click to see context) from:
* 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.
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 special bonuses and innate spellcasting.
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Changed line(s) 242 (click to see context) from:
* 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.
to:
* 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.
Changed line(s) 247 (click to see context) from:
* {{Teleportation}}: They have the unique Teleport Other spell, which
to:
* {{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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Changed line(s) 48 (click to see context) from:
* FragileSpeedster: Fantastic Dexterity, but tied with the Mesmer and Accursed for the lowest Constitution growth in the game.
to:
* FragileSpeedster: Fantastic Dexterity, but tied with the Mesmer Mesmer, Hunter, and Accursed for the lowest Constitution growth in the game.
Changed line(s) 248,249 (click to see context) from:
* WhipItGood: The Punisher comes equipped with a unique Whip weapon. It's unbreakable and has a longer range than any other melee weapon.
to:
* 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.
Changed line(s) 274 (click to see context) from:
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]].
Changed line(s) 276,278 (click to see context) from:
* 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.
* 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, whichpoison 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.
*
* 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
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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
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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 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.
** 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.
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* 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.
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* 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.
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* 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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[[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.
[[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.
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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.
* 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.
* 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.
[[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.
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* 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:
* 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:
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[[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.
[[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.
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* 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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The default race available to anyone who owns
A skilled craftsman, the
Added by the
NPC humans spawn throughout
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* 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.
* 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 theyare can also make more mundane things like {{Bear Trap}}s and empty bottles.
* TrapMaster: They start off withany 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.
*
* {{Magitek}}: The Mechanist specializes in making various magical traps, turrets, and even a robotic assistant, though they
* TrapMaster: They start off with
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
[[caption-width-right:350:A Skeleton Conjurer]]
Added
The Skeleton's
Enemy Skeletons are an extremely common foe in the Mines, making up almost all
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* 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.
* 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:
* 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.
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
[[caption-width-right:350:A male Vampire Accursed]]
Added
The Vampire's
NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.
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* 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]].
* 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:
* 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]].
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
[[caption-width-right:350:A Succubus Mesmer]]
Added
The Succubus's
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.
Changed line(s) 285,297 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 300,307 (click to see context) from:
[[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.
[[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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable
The default race
The Goatman's
NPC
Changed line(s) 309,313 (click to see context) from:
* 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.
* 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: Onealso 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.
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
* ExtremeOmniGoat: One
*
Changed line(s) 316,323 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added
The
NPC Automatons spawn
Enemy Skeletons are an extremely common foe in the
Changed line(s) 325,329 (click to see context) from:
* 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.
* 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 onsteam 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.
* 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.
*
* DemBones: They're a ambulatory skeletons.
* HereWeGoAgain: Several of the ending crawls imply that the player character is well on
* 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.
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
Added
The Vampire's signature class
NPC
Changed line(s) 341,351 (click to see context) from:
* 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.
* 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 theyuse 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 themdirectly 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 thatcreature.
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]].
* 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}}:
* CastFromHitPoints: If they
* 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
* 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
* 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]].
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added as a playable race in the
The
NPC Goblins
Enemy Succubi sometimes spawn
Changed line(s) 363,368 (click to see context) from:
* 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.
* 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 theonly 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 meansBizarreSexualDimorphism: 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 whoare 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'regood with, and often scavenge new equipment they find.
* WasOnceAMan: The in-game book ''Survivingthe 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 themines and ended up "devolving" somehow.
Teleport spell, which teleports them to a random spot in the dungeon.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the
*
* 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
*
* 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
* 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
* WasOnceAMan: The in-game book ''Surviving
* {{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
Changed line(s) 371,378 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the
The
NPC
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.
----
* 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.
----
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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.
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* 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.
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* 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]].
Changed line(s) 194 (click to see context) from:
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]].
Changed line(s) 196 (click to see context) from:
* 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.
Changed line(s) 198,199 (click to see context) from:
* 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.
* 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 tiedwith the Rogue for the lowest Constitution growth in the game.
* FragileSpeedster: One of the upsides of the curse is a massively increased movement speed, but the Accursed is tied
Changed line(s) 202,203 (click to see context) from:
* 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.
Changed line(s) 206,213 (click to see context) from:
!!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.
!!!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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The default race available to anyone who owns
Unsuited for direct confrontation, the
Added by the
NPC humans spawn throughout
Changed line(s) 215,217 (click to see context) from:
* 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.
* 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 thethe 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 withpretty 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.
* CharmPerson: The focus of the
* HumansAreAverage:
* MagicStaff: Come equipped with
* 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]]
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Changed line(s) 196 (click to see context) from:
* 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
Changed line(s) 198 (click to see context) from:
* 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.
Changed line(s) 200 (click to see context) from:
* {{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: A successful unarmed BackStab will cause the Accursed to regain some health and hunger, counteracting the drawbacks of their curse somewhat.
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* 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.
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Changed line(s) 189,196 (click to see context) from:
!!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.
!!!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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The
Added by the
NPC humans spawn throughout
Changed line(s) 198,200 (click to see context) from:
* 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.
* 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 haveno 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 goodother 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.
* 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
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good
!!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]]
!!!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.
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* 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]]
Changed line(s) 161 (click to see context) from:
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.
[[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.
Changed line(s) 163 (click to see context) from:
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.
* LuckilyMyShieldWillProtectMe: Though they don't start with a shield, they're quite good with them.
Changed line(s) 166,173 (click to see context) from:
!!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.
!!!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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.
[[quoteright:266:https://static.tvtropes.
The default race available to anyone who owns
A frail but adept spellcaster, the
Added by the Myths and
NPC humans spawn throughout
Changed line(s) 175,177 (click to see context) from:
* 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.
* 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 anyother. NPC humans can ranged weapons, they do have some levels in the Ranged skill.
* MagicStaff: They come equipped withpretty 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.
* HumansAreAverage: They have no major drawbacks or unique bonuses,
* MageMarksman: While Conjurers don't start with any
* MagicStaff: They come equipped with
* 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]]
!!!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]]
Is there an issue? Send a MessageReason:
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* MasterOfUnlocking: Rogues have a decent Tinkering skill and start with three lockpicks.
Changed line(s) 111,112 (click to see context) from:
* MagicStaff: They start with a Magicstaff of Opening.
to:
* MagicStaff: They start with a Magicstaff of Opening.
[[OpenAndShut Opening]].
Changed line(s) 121 (click to see context) from:
* 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.
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to:
* OpenAndShut: They start with the spellbooks for the Open and Lock spells, which do ExactlyWhatItSaysOnTheTin.
Changed line(s) 140,147 (click to see context) from:
!!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.
!!!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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The default race available to anyone who owns
A highly specialized assassin, the
Added by the
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Changed line(s) 149,151 (click to see context) from:
* 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.
* 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 haveno really interesting mechanics but also no massive weaknesses, and can trade the highest starting Stealth skill in the game at 60.
* {{Teleportation}}: They begin withshopkeepers 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 asTeleport 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]]
----
* 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
* {{Teleportation}}: They begin with
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as
[[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]]
!!!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]]
Is there an issue? Send a MessageReason:
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Changed line(s) 51,52 (click to see context) from:
* 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.
Changed line(s) 96 (click to see context) from:
* 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.
Changed line(s) 115 (click to see context) from:
[[folder:]]
to:
* GoodLuckCharm: The Joker starts with the Luckstone, a rock that lowers the amount of weight they're carrying.
Changed line(s) 121 (click to see context) from:
* 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.
* 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]]
[[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]]
Is there an issue? Send a MessageReason:
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Changed line(s) 12,13 (click to see context) from:
* 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.
Changed line(s) 88 (click to see context) from:
[[folder:]]
to:
* 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.
Changed line(s) 97,98 (click to see context) from:
* 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.
Changed line(s) 101,109 (click to see context) from:
!!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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The default race available to anyone who owns
A cunning spellcaster, the
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Changed line(s) 111,113 (click to see context) from:
* 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.
* 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 withpretty 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 ofequipment.
Opening.
* HumansAreAverage: They have no major drawbacks or unique bonuses,
* InTheHood: They're equipped with
* 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
Changed line(s) 116,123 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added in
A wild card, the
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.
Changed line(s) 125,133 (click to see context) from:
* 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.
* 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, andthey 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: Sincethey're undead, [[HolyWater blessed water]] will damage them.
* PurelyAestheticGender: While this isnormally {{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 asingle 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.
* 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?
* MagicalClown: The have some magical skill to start with, and
* 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
* PurelyAestheticGender: While this is
* 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
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.
Changed line(s) 136,143 (click to see context) from:
[[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.
[[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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added in
The default race available to anyone who owns the
The Vampire's
NPC
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* 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]].
* 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'tno 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 orat 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.
* 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
* HumansAreAverage: They have no major drawbacks or
* UnusableEnemyEquipment:
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added
The
Enemy
Changed line(s) 164,176 (click to see context) from:
* 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.
* 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 wantAchievementMockery: 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 amale 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 samesexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fightmodel, 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 Succubionly use spells and teleport away from enemies.
* HornedHumanoid: Thoughdifference 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 theycould 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 toa random spot in the dungeon.
digestive system.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
*
* 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
* 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
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
* 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
* HornedHumanoid: Though
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they
* 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
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added
The
NPC
Changed line(s) 188,192 (click to see context) from:
* 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.
* 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 adrink 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, withoutspell 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 featuresvampire'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 theirpropensity 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]].
* CastFromHitPoints: If they try to cast a
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
*
* FaunsAndSatyrs: Their goat-like features
* 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
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added as a playable race in the
The
NPC Automatons
Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in
Changed line(s) 204,220 (click to see context) from:
* 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.
* 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:
* 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.
----
Changed line(s) 222 (click to see context) from:
* 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.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
Changed line(s) 224 (click to see context) from:
* 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.
Changed line(s) 226,230 (click to see context) from:
* 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.
* 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}}: NPCIncubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPCIncubi 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.
*
* 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
* {{Teleportation}}: Both player and NPC
Changed line(s) 233,240 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the
The
NPC
Changed line(s) 242,247 (click to see context) from:
* 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.
* 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 theirskill 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.
*
*
* FaunsAndSatyrs: Their goat-like features combined with their
* 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.
Changed line(s) 250,257 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the Legends and Pariahs DLC,
The
NPC
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.
----
* 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.
----
Is there an issue? Send a MessageReason:
None
Deleted line(s) 35 (click to see context) :
* CarryABigStick: They start with a Quarterstaff.
* MagicStaff: They start with a Magicstaff of Slow.
* SimpleStaff: They start with a Quarterstaff.
* SimpleStaff: They start with a Quarterstaff.
Changed line(s) 38,39 (click to see context) from:
* StandardStatusEffects: They start with a Magicstaff of Slow.
to:
Changed line(s) 51 (click to see context) from:
to:
* WeakButSkilled: They move fast and start with several useful utility skills, but they would be absolutely destroyed in most direct fights.
Deleted line(s) 59 (click to see context) :
* CarryABigStick: Their default weapon is a quarterstaff.
Changed line(s) 62 (click to see context) from:
to:
* SimpleStaff: Their default weapon is a quarterstaff.
Changed line(s) 70 (click to see context) from:
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.
* 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.
Changed line(s) 73,80 (click to see context) from:
!!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.
!!!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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The default race available to anyone who owns
A seasoned trader, the
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Changed line(s) 82,84 (click to see context) from:
* 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.
* 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 andcan 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 goodone 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.
* TheFace: Their high Charisma and
* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good
Changed line(s) 87,94 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added in
A wise magician, the
The Skeleton's signature class
Enemy Skeletons are an
Changed line(s) 96,104 (click to see context) from:
* 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.
* 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 formslatter of which boosts their Intelligence slightly.
* SimpleStaff: They start with a quarterstaff, though their terrible physicaltrauma, 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'tSquishyWizard: They have a digestive system.
absolutely ''terrible'' physical stats, but high Intelligence growth and several useful spells to start with.
* MagicStaff: They start with a Magicstaff of Light.
* RobeAndWizardHat: They come equipped with a cloak and a Wizard Hat, the
* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms
* SimpleStaff: They start with a quarterstaff, though their terrible physical
*
* 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
Changed line(s) 107,114 (click to see context) from:
[[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.
[[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:
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added in
The default race available to anyone who owns the
The Vampire's
NPC
Changed line(s) 116,123 (click to see context) from:
* 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]].
* 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'tno 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 orat 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.
* 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
* HumansAreAverage: They have no major drawbacks or
* UnusableEnemyEquipment:
Changed line(s) 126,133 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added
The
Enemy
Changed line(s) 135,147 (click to see context) from:
* 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.
* 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 wantAchievementMockery: 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 amale 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 samesexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fightmodel, 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 Succubionly use spells and teleport away from enemies.
* HornedHumanoid: Thoughdifference 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 theycould 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 toa random spot in the dungeon.
digestive system.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
*
* 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
* 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
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
* 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
* HornedHumanoid: Though
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they
* 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
Changed line(s) 150,157 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added
The
NPC
Changed line(s) 159,163 (click to see context) from:
* 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.
* 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 adrink 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, withoutspell 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 featuresvampire'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 theirpropensity 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]].
* CastFromHitPoints: If they try to cast a
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
*
* FaunsAndSatyrs: Their goat-like features
* 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
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
Changed line(s) 166,173 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added as a playable race in the
The
NPC Automatons
Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in
Changed line(s) 175,191 (click to see context) from:
* 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.
* 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:
* 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.
----
Changed line(s) 193 (click to see context) from:
* 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.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
Changed line(s) 195 (click to see context) from:
* 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.
Changed line(s) 197,201 (click to see context) from:
* 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.
* 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}}: NPCIncubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPCIncubi 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.
*
* 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
* {{Teleportation}}: Both player and NPC
Changed line(s) 204,211 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the
The
NPC
Changed line(s) 213,218 (click to see context) from:
* 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.
* 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 theirskill 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.
*
*
* FaunsAndSatyrs: Their goat-like features combined with their
* 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.
Changed line(s) 221,228 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the Legends and Pariahs DLC,
The
NPC
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.
----
* 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.
----
Is there an issue? Send a MessageReason:
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Changed line(s) 22 (click to see context) from:
* 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.
Changed line(s) 45 (click to see context) from:
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.
Changed line(s) 47,48 (click to see context) from:
* 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.
* 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.
Changed line(s) 51,60 (click to see context) from:
!!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:
[[quoteright:349:https://static.tvtropes.
The default race available to anyone who owns
A hardened traveler, the
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Changed line(s) 62,64 (click to see context) from:
* 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.
* 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 haveno 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.
* InTheHood: Always start with a brown hood.
* JackOfAllStats: They have
* 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.
Changed line(s) 67,74 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
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
A student of the
The Skeleton's signature class is the Conjurer.
Enemy Skeletons are an extremely common foe
Changed line(s) 76,84 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 87,94 (click to see context) from:
[[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.
[[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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added in
The default race available to anyone who owns the
The Vampire's
NPC
Changed line(s) 96,103 (click to see context) from:
* 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]].
* 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'tno 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 orat 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.
* 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
* HumansAreAverage: They have no major drawbacks or
* UnusableEnemyEquipment:
Changed line(s) 106,113 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added
The
Enemy
Changed line(s) 115,127 (click to see context) from:
* 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.
* 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 wantAchievementMockery: 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 amale 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 samesexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fightmodel, 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 Succubionly use spells and teleport away from enemies.
* HornedHumanoid: Thoughdifference 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 theycould 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 toa random spot in the dungeon.
digestive system.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
*
* 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
* 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
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
* 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
* HornedHumanoid: Though
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they
* 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
Changed line(s) 130,137 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added
The
NPC
Changed line(s) 139,143 (click to see context) from:
* 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.
* 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 adrink 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, withoutspell 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 featuresvampire'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 theirpropensity 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]].
* CastFromHitPoints: If they try to cast a
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
*
* FaunsAndSatyrs: Their goat-like features
* 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
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
Changed line(s) 146,153 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added as a playable race in the
The
NPC Automatons
Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in
Changed line(s) 155,171 (click to see context) from:
* 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.
* 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:
* 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.
----
Changed line(s) 173 (click to see context) from:
* 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.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
Changed line(s) 175 (click to see context) from:
* 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.
Changed line(s) 177,181 (click to see context) from:
* 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.
* 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}}: NPCIncubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPCIncubi 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.
*
* 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
* {{Teleportation}}: Both player and NPC
Changed line(s) 184,191 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the
The
NPC
Changed line(s) 193,198 (click to see context) from:
* 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.
* 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 theirskill 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.
*
*
* FaunsAndSatyrs: Their goat-like features combined with their
* 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.
Changed line(s) 201,208 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the Legends and Pariahs DLC,
The
NPC
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.
----
* 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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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.
Changed line(s) 13,14 (click to see context) from:
* MagicallyIneptFighter: They have a -1 Intelligence to start with, and it's tied with Constitution for the slowest-growing of all their stats.
to:
* 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.''
* 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.''
Changed line(s) 28,35 (click to see context) from:
!!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.
!!!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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male Human
The default race available to anyone who owns
A talented physician but poor fighter, the
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Changed line(s) 37,39 (click to see context) from:
* 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.
* 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 areabout as good decent with one class as they are polearms.
* SupportPartyMember: Their proficiency withany 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 withpretty much any sort a Magicstaff of equipment.
Slow.
*
* 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
* SupportPartyMember: Their proficiency with
* StandardStatusEffects: They start with
Changed line(s) 42,49 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added in
A dexterous but weak and poorly-equipped adventurer, the
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.
Changed line(s) 51,59 (click to see context) from:
* 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.
* 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.
* 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,
* 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.
Changed line(s) 62,69 (click to see context) from:
[[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.
[[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:
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added in
The default race available to anyone who owns the
The Vampire's
NPC
Changed line(s) 71,78 (click to see context) from:
* 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]].
* 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'tno 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 orat 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.
* 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
* HumansAreAverage: They have no major drawbacks or
* UnusableEnemyEquipment:
Changed line(s) 81,88 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added
The
Enemy
Changed line(s) 90,102 (click to see context) from:
* 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.
* 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 wantAchievementMockery: 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 amale 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 samesexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fightmodel, 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 Succubionly use spells and teleport away from enemies.
* HornedHumanoid: Thoughdifference 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 theycould 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 toa random spot in the dungeon.
digestive system.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
*
* 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
* 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
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
* 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
* HornedHumanoid: Though
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they
* 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
Changed line(s) 105,112 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added
The
NPC
Changed line(s) 114,118 (click to see context) from:
* 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.
* 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 adrink 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, withoutspell 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 featuresvampire'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 theirpropensity 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]].
* CastFromHitPoints: If they try to cast a
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
*
* FaunsAndSatyrs: Their goat-like features
* 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
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
Changed line(s) 121,128 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added as a playable race in the
The
NPC Automatons
Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in
Changed line(s) 130,146 (click to see context) from:
* 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.
* 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:
* 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.
----
Changed line(s) 148 (click to see context) from:
* 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.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
Changed line(s) 150 (click to see context) from:
* 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.
Changed line(s) 152,156 (click to see context) from:
* 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.
* 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}}: NPCIncubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPCIncubi 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.
*
* 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
* {{Teleportation}}: Both player and NPC
Changed line(s) 159,166 (click to see context) from:
[[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.
[[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:
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[[caption-width-right:350:A male
Added as a playable race in the
The
NPC
Changed line(s) 168,173 (click to see context) from:
* 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.
* 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 theirskill 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.
*
*
* FaunsAndSatyrs: Their goat-like features combined with their
* 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.
Changed line(s) 176,183 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the Legends and Pariahs DLC,
The
NPC
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.
----
* 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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Changed line(s) 4,8 (click to see context) from:
!!Creatures
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 10,12 (click to see context) from:
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.
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
to:
NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
Changed line(s) 14,16 (click to see context) from:
* 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.
* 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 haveno 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.
* BarbarianHero:
* CarryABigStick: Their other weapon.
* FragileSpeedster/ GlassCannon: They have
*
Changed line(s) 19,26 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added in
A trained and heavily-armored soldier, the
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.
Changed line(s) 28,36 (click to see context) from:
* 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.
* 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 slaythem 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'tMightyGlacier: They have a digestive system.
excellent Constitution growth, but poor Dexterity.
*
* 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
*
* 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
Changed line(s) 39,44 (click to see context) from:
[[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.
[[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:
!!!Playable Races
[[folder:Humans]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added in
The default race available to anyone who owns the
The Vampire's
NPC humans spawn throughout the
Changed line(s) 46,53 (click to see context) from:
* 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]].
* 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'thave 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'tno 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 orat 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.
* CastFromHitPoints: If they try to cast a spell that they don't
* 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
* HumansAreAverage: They have no major drawbacks or
* UnusableEnemyEquipment:
Changed line(s) 56,63 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added
The
Enemy
Changed line(s) 65,77 (click to see context) from:
* 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.
* 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 wantAchievementMockery: 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 amale 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 samesexually-dimorphic species.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fightmodel, 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 Succubionly use spells and teleport away from enemies.
* HornedHumanoid: Thoughdifference 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 theycould 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 toa random spot in the dungeon.
digestive system.
* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want
*
* 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
* 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
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight
* 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
* HornedHumanoid: Though
* TheUndead
* WizardNeedsFoodBadly: The only race to avert this since they
* 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
Changed line(s) 80,87 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added
The
NPC
Changed line(s) 89,93 (click to see context) from:
* 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.
* 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 adrink 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, withoutspell 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 featuresvampire'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 theirpropensity 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]].
* CastFromHitPoints: If they try to cast a
* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without
*
* FaunsAndSatyrs: Their goat-like features
* 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
* UnusableEnemyEquipment: NPC vampires have a unique spell called Drain Soul, [[LifeSteal which absorbs health and mana from whatever it hits]].
Changed line(s) 96,103 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A
Added as a playable race in the
The
NPC Automatons
Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in
Changed line(s) 105,121 (click to see context) from:
* 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.
* 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:
* 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.
----
Changed line(s) 123 (click to see context) from:
* 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.
* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
Changed line(s) 125 (click to see context) from:
* 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.
Changed line(s) 127,131 (click to see context) from:
* 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.
* 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}}: NPCIncubi Succubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
* {{Teleportation}}: Both player and NPCIncubi 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.
*
* 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
* {{Teleportation}}: Both player and NPC
Changed line(s) 134,141 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the
The
NPC
Changed line(s) 143,148 (click to see context) from:
* 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.
* 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 theirskill 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.
*
*
* FaunsAndSatyrs: Their goat-like features combined with their
* 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.
Changed line(s) 151,158 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A male
Added as a playable race in the Legends and Pariahs DLC,
The
NPC
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.
----
* 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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[[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]]
!!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.
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* 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.
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* 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]]