# dbm

key: deep dwarf
value:
  Deep Dwarves live underground and cannot regenerate health naturally, but they
  are very resilient to damage, and have a limited ability to heal at will.


key: demigod
value:
  Demigods refuse to worship any god, but make up for this with divine attributes
  and high reserves of health and magic.


key: formicid
value:
  Formicids are humanoid ants adept at digging. Their limbs are exceptionally
  strong and they live in a state of permanent stasis.


key: felid
value:
  Felids are many-lived cats possessing sentience. They are incapable of advanced
  item manipulation or the use of armour or weapons.


key: ghoul
value:
  Ghouls are undead creatures, damned to rot eternally. They have sharp claws,
  and they feed on decaying flesh to sustain themselves.


key: gargoyle
value:
  Made of living stone, Gargoyles have a preternatural affinity for the earth.
  They have low health, but their stone bodies are incredibly tough.


key: halfling
value:
  Small but hardy, Halflings excel with slings. They have an increased resistance
  to mutagenic effects.


key: hill orc
value:
  Orcs are skilled in close combat, and often dabble in offensive magic. Hated by
  most, orcs are very proud and many of them feel superior.


key: tengu
value:
  Tengu are bird-people who love to fight, both with weapons and spells. They are
  quite fragile, but they learn to fly swiftly later on.


key: merfolk
value:
  Half fish, half human, Merfolk are citizens of both water and land. They are
  strong combatants, and adept at using magic to assist in battle.


key: minotaur
value:
  Minotaurs are large muscular humans with bovine heads. They excel at all forms
  of close and ranged combat.


key: mummy
value:
  Compelled to walk by an ancient curse, Mummies are adept at Necromancy but
  learn other skills very slowly. They are unable to consume any food or potions.


key: naga
value:
  Nagas are hybrids; human from the chest up, with a scaly, muscular torso
  trailing off like that of a snake. They move slowly but are naturally resilient.


key: octopode
value:
  Octopodes are a species of amphibious cephalopods. They can wear eight rings,
  but almost no armour fits them.


key: ogre
value:
  Large and strong, Ogres are mostly seen as brutes. They are extremely robust,
  and have an excellent grasp of magic.


key: troll
value:
  Trolls are monstrous creatures with powerful claws, always hungering for raw
  meat. They regenerate health rapidly.


key: vine stalker
value:
  Frail symbionts, Vine Stalkers cannot regain health from devices or potions.
  Their magical reserves absorb damage, and they pack a magic-restoring bite.


key: abyssal knight
value:
  Abyssal Knights worship Lugonu, and are sent from the Abyss into the Dungeon to
  spread corruption and chaos.


key: air elementalist
value:
  Air Elementalists have learned the Shock spell. Later on, their book of Air
  provides them with the flexibility to survive.


key: arcane marksman
value:
  Arcane Marksmen carry ranged weapons, and use magic to make their foes more
  vulnerable to attacks from afar.


key: assassin
value:
  Assassins carry a blowgun with poisoned needles, as well as a small number of
  nasty curare needles.


key: berserker
value:
  Berserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a
  raging berserker early on, apart from hubris.


key: chaos knight
value:
  Chaos Knights are playthings of the unpredictable Xom, and are subject to the
  god's constantly changing moods.


key: earth elementalist
value:
  Earth Elementalists know the Sandblast spell, and carry stones to fuel the
  spell. More earthen spells are in their book of Geomancy.


key: enchanter
value:
  Enchanters use spells from the book of Maledictions to incapacitate their foes,
  and are equipped with an enchanted dagger.


key: fighter
value:
  Fighters are equipped with armour and shield, as well as a weapon of their
  choice and a potion of might.


key: fire elementalist
value:
  Fire Elementalists start with the book of Flames and know the Flame Tongue
  spell. The other spells in their book focus on destruction as well.


key: hunter
value:
  Hunters carry a ranged weapon of their choice, and are also equipped with light
  armour and a short sword.


key: ice elementalist
value:
  Ice Elementalists start with the book of Frost and the Freeze spell. The book's
  other spells are quite versatile.


key: monk
value:
  Monks start with a simple weapon of their choice, and gain additional piety
  with the first god they worship.


key: necromancer
value:
  Necromancers are wizards specializing in the practice of death magic. They
  start out with the Pain spell.


key: transmuter
value:
  Transmuters start with the book of Changes. They can learn spells to shift
  their form, as well as to turn sticks into snakes.


key: venom mage
value:
  Venom Mages start with the Young Poisoner's Handbook and the Sting spell, and
  their poison magic is very effective against susceptible foes.


key: warper
value:
  Warpers start with a weapon of their choice and a scroll of blinking. They can
  learn spells from the book of Spatial Translocations.


