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Bloatcrawl 2

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.

Contents

  1. New Species
  2. New Backgrounds
  3. Other New Stuff

New Species

  • 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!

New Backgrounds

  • 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.

Other New Stuff

  • Dab at any time with the p key.
  • 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.

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