Skald
Formidable warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they originate, these spells and formulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies. |
Skalds are warriors who use magical Charms to bolster their fighting skills. Because heavy armour hinders spellcasting, many of them prefer lighter armour than more traditional Fighters.
Contents
Preferred Races
Halfling, Centaur, Merfolk, Draconian, and Vampire are the recommended races if you pick a Skald Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +1 weapon of choice (hand axe, spear, short sword, falchion or mace, or unarmed)
- +0 leather armour
- Book of Battle
- Ration
Available Spells
Skalds start with the Infusion spell memorised.
Starting Skills
These are adjusted by your species' aptitudes.
- Fighting: 2
- Chosen Weapon's Skill: 2
- Armour: 1
- Dodging: 2
- Spellcasting: 2
- Charms: 3
Choosing Skald adds 3 to your starting Strength, 5 to your starting Intelligence and 4 to your starting Dexterity.
Strategy
Skald is a 'hybrid-melee' start; they'll often prefer lighter armour than your typical melee, but have a number of buff spells to make up for it. Like with other backgrounds, it is only a start - it's perfectly reasonable to go heavy armour and abandon Spellcasting (either for a while or for the rest of the game).
Skalds often prefer to start with Polearms, so that Spectral Weapon can take advantage of its reaching.
Species/Gods that work well with Skald:
- Merfolk - Merfolk are perfect for Dodging and Charms-based melee play, and have a +4 Polearms aptitude to boot.
- Okawaru - A strong melee god in general. Heroism eases up your skill training, and gifts are always nice to have.
- Kiku - Necromancy is a different spell school entirely, but it fits well for a hybrid-style character. The 3* gift can contain Excruciating Wounds, taking advantage of both Necromancy and Charms.
Spell Strategy
Infusion adds extra damage, but this damage is reduced by AC. It'll help you against early adders, gnolls, and ogres, but does almost nothing against armoured targets like orc warriors.
Spectral Weapon is the main bread and butter of Skald. It gives an immense boost of power - nearly doubling your attack output. Try to learn it quickly, even if it means not learning your other spells first.
Shroud of Golubria is a useful defensive spell to keep up whenever you enter into dangerous melee combat. Ozocubu's Armour further increases your defense, but it ends if you move, and it only works if you have light armour. Both are worth casting, at least if you get the skill to use Spectral Weapon.
Song of Slaying creates significant noise, attracting monsters to your location... but it gives a significant slay bonus. Use it in hallways or other chokepoints, where groups are more manageable.
Keep an eye out for Swiftness, a useful escape spell.
History
- Skalds were removed in 0.26, along with the Charms spell school.
- Prior to 0.25, skalds' starting book had Regeneration.
- Prior to 0.14, skalds started with 20 gold.
- Prior to 0.13, skalds started with +0 weapons, a book of War Chants, and couldn't select falchions.
- Prior to 0.9, skalds were known as crusaders.
- Prior to 0.8, crusaders used the Enchantments school of magic.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |