Fire Elementalist

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Version 0.28: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction.

Fire Elementalists are mages who have specialized in Fire Magic. This sets them up for greater destructive power than most spellcasters, particularly in the realm of Conjurations, but leaves them without any sort of support or defensive magic in the early game.

Preferred Races

Hill Orc, Gargoyle, Tengu, Deep Elf, Demigod, and Naga are the recommended races if you pick a Fire Elementalist Background.

Starting Equipment

Available Spells:

Fire elementalists start with the Foxfire spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Fire Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Fire Elementalists are particularly destructive magicians; only Conjurers have a comparable set of damaging spells. All 3 of FE's direct damage spells are on the stronger side, and can never be evaded - which contributes more to damage than you'd think.

As most Fire spells are also Conjurations, it may be worthwhile to focus on training that skill (over Fire Magic) in order to have more spell options later on.

Spell Details

Fire Elementalists struggle slightly at XL 1, due to the finicky nature of Foxfire. While Foxfire has perfect accuracy and strong damage, it requires open tiles to create and traverse through. Beware of hallways! In a pinch, you can stand in the corner of a hallway, opening up a diagonal to allow foxfires behind you to pass. Scorch is easier to use, but has its own quirks: it is limited to 3 range and targets randomly. However, Scorch also makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.

The level 3 spells can also be difficult to use. Conjure Flame creates a useful defensive barrier, or an effective source of damage, depending if your monsters are willing to walk into the flames. However - it requires either enough room for the flames to properly catch before something can smother them, or a willingness on the caster's part to set themselves on fire. Inner Flame, meanwhile, can easily result in YASD if the caster doesn't make sure to leave room between themselves and any impending explosions. Both these spells do have uses; see their respective pages for more details.

Finally, Flame Wave deals great damage to every foe in the surrounding area, especially for a level 4 spell. Flame Wave can be channeled; able to be cast twice more with a greater range for only 1 MP. However, don't get too greedy; Flame Wave has a small radius, and nearby monsters might be able to tear you apart.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerAbyssal KnightChaos KnightCinder Acolyte
Warrior-mages EnchanterTransmuterArcane MarksmanWarper
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistVenom Mage
Adventurers ArtificerWandererDelver