A particularly corpulent troll with a short temper and a sizable gut. Uninterested in the Orb, Snorg delights in the endless parade of adventurers -- that is, easy meals -- it attracts.
Species | Background | Gods |
---|---|---|
Troll | Berserker | Trog |
The Species, Background, and God choices are all mandatory. You must be worshipping one of the gods listed above before entering Lair, Orcish Mines, the Vaults or Depths, unless this isn't possible in which case you must worship them as soon as you can. Don't use faded altars (except in challenges where you can choose any god), and don't do anything to lose your religion unless otherwise specified.
NOTE: Except for Beogh, Ignis, Jiyva and Lugonu, an altar for the other gods will ALWAYS show up by D:10.
Unarmed combat trolls come with extremely powerful single target melee damage and passively regenerate health at a high rate. However, they have several restrictions on equipable armour and are considered "large", thus both their AC and EV will be weak for the early game. This means you need to be particularly careful about open space since you could either get caught by ranged enemies or surrounded by groups with no reliable AoE (Area of Effect).
Worshipping Trog further amplifies your strengths, but doesn't do too much to shore up your weaknesses mentioned above. The core ability of Trog, Berserk, will allow you to enter a short-term state where your melee offense will be unbelievably powerful, but it WILL run out and at that point you will be very vulnerable. As much as possible you want to ensure that you use Berserk wisely such that you can comfortably destroy a few nearby threats without additional reinforcements catching you during your vulnerable cooldown state.
Select Claws for your starting "weapon". (You can still use a non-slashing weapon for hydrae or a magical staff for resistance and light spell casting)
Select Strength (STR) or Dexterity (DEX) at experience levels (XL) 3 and 9.
STR will slightly improve your damage from claws, and DEX will slightly improve your Evasion (EV).
Put on dragon scales and wear it until the end.
Conducts are worth +5 points each, to a maximum of half your score from milestones, rounded down. (So if you achieve 3 milestones (15 points) you can earn up to 7 points from conducts.) Small mistakes in following conducts will usually be forgiven.
NOTE: for CCA, the first 2 conducts are usually to help you make choices at startup or in early game, while the 3rd conduct is usually a small fun challenge.
Enter the Shoals, the Snake Pit, the Spider Nest, or Swamp
Use Trog's berserk ability 27 times...and get your first rune!
NOTE: the berserk ability grants you a short lived haste effect that allows you to get away from a monster normally the same speed as you.
Bonus challenges are worth one star each, similar to banners in Crawl tournaments. Small mistakes will usually be forgiven.
The 1st bonus can usually be accomplished after clearing the Dungeon (D), Lair (L) & the Orcish Mines (O), while the 2nd bonus will be a bit more challenging and will involve something like: "...and get your first rune!" as a caveat.
The main way to score points. +5 points each, and can be done in any order.