Bloatcrawl 2 is a fork of Dungeon Crawl Stone Soup (github). If you aren't familiar with the base game this fork probably won't make any sense.
- Argons are, unlike most other living beings, made of gas. Some think they originated on a far away star.
- Strange beings from beyond the stars, Astrals cannot gain resistances to magic or the elements. Their attacks inflict powerful debuffs on beings from this world.
- Dab Dwarves have perfected the ancient art of dabbing. They can dab on multiple creatures at once and may even daze their foes with the power of their dab.
- Faerie Dragons are attuned to magic and their spells cost fewer magic points. Their shimmering scales repel attacks and their wings let them fly.
- Flans are gelatinous and slightly corrosive beings. Their fluid shape lets them fit easily into any body armour, but they cannot wear other armour types.
- Rolling around at the speed of sound, Hedgehogs have got places to go and gotta follow their rainbow.
- Kitsune are enthralling fox spirits that take on human shapes. They are poor at most skills and frailer than humans, but can charm their foes.
- Leprechauns are small and frail but versatile. Their intrinsic luck gives them a knack for finding better items.
- Half insect, half human, Mayflytaurs have incredibly short lifespans but have evolved to be exceptionally overpowered in just about every imaginable way.
- Strange phantoms summoned from the mirror world, Mirror Eidola rapidly fade away. They must slay other creatures and take their energy to stay in this plane.
- Oni are monstrous in nature with the rough appearance of Ogres, albeit smaller. They discover spells as they gain experience and ignore schools of magic.
- Deeper than a Deep Elf and twice as elven, Profound Elves are extremely frail magical experts.
- Proteans are a race of vaguely humanoid amoebas. They grow in health and size as they mutate.
- Shapeshifters imitate monsters around them to an uncanny degree. They cannot control their shifting, and are only rarely seen in their true form.
- Slitherier Nagas are offbrand Nagas, and about twice as much everything. Extremely healthy, extremely stealthy, extremely big, and excruciatingly slow.
- Less dextrous than other elves, Squat Elves have mastered the art of the power squat. They use this ability to enhance their strength and intelligence.
- Troll Two: They're eating her! And then they're going to eat me! Oh my GAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHD!
- No Kings, No Rulers (maybe a god though). Anarchists are bent on dismantling the dungeon hierarchy with rocks and explosives.
- Servants of the demon god Makhleb, Blood Knights begin with moderate skill in combat and quickly learn to harness Makhleb's destructive power.
- Bound serve Ashenzari, the god of curses, and begin their journey partially bound with cursed equipment.
- Cavepeople start with exceptional strength but, unfortunately, neolithic weapons.
- Dancers have left their friends behind and entered the dungeon in service of Uskayaw. They have few combat skills but are quite good at evading attacks.
- Pontiffs of Yredelemnul, Death Bishops carry a weapon of draining and use the pain spell in service of their evil god.
- Deprived start with nothing but a ration and almost no skills. Survival may prove... difficult.
- Disciples follow the Wu Jian Council and begin the game with a good weapon.
- Doctor: Medical professionals from the surface occasionally enter the dungeon. They follow the healer god Elyvilon.
- Entomologists study insects and related creatures. They bring along a net and a sack of spiders, and can also summon butterflies.
- Incredibly dextrous, Fencers enter the dungeon with a rapier, gloves of dexterity, and an amulet of the acrobat.
- Gambler: Followers of Nemelex Xobeh who have lost everything in a run of bad luck sometimes venture into the Dungeon. They'll need Nemelex's help to turn things around.
- Gardeners worship Fedhas Madash and enter the dungeon to grow shrooms.
- Followers of Ru, Hermits renounce the world and follow the path of asceticism.
- Inheritors worship Hepliaklqana. The spirit of their ancestor follows them to the dungeon, and given their lack of skills they may need to rely on it.
- Kikumancers are like Necromancers, but they worship the god of necromancy instead of starting with a book of spells.
- Librarians come to the Dungeon in search of new books for their collection. They serve Sif Muna the Loreminder and bring a random book along with them.
- Merchants are followers of Gozag. Whether newly established or unsuccessful on the surface world, they enter the Dungeon desperate for a source of income.
- Meteorologists predict the weather and carry around some handy evocable items to make their predictions come true.
- Night Knights follow the shadowy god Dithmenos. They begin lightly armoured but with good stealth.
- Paladin: Worshippers of The Shining One, these holy warriors fall down a lot.
- Philosophers bring their thinking hat to the dungeon, but not much else in the way of useful items.
- Slime Priests follow Jiyva, the slime god. They enter the dungeon already mutated by their deity's power but with only a small amount of divine favor.
- Storm Clerics spread destruction in the name of Qazlal.
- Torpor Knights follow Cheibriados and wear heavy, ponderous armour to gain their god's favour more quickly.
- Uncles search the dungeon for their lost nephews.
- It's opening night for "The Orb of Zot" and the hero is sick! The Understudy must learn their role quickly if they want to make it through the final act.
- Warriors are followers of Okawaru who bring a variety of equipment to the dungeon.
- Have you heard the good news of Beogh? Witnesses have.
- Zinjas worship Zin and very stealthily recite the Aixoms of Law.
- Dab at any time with the
pkey. - Game Modifiers: Select game modifiers when starting a new game. Play any species as a mummy. Remove rune locks. Etcetera.
- Unleash the elemental power of sound with the Air Horn evocable.