Difference between revisions of "Hexslinger"
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{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}} | {{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}} | ||
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory. | '''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory. | ||
==Preferred Races== | ==Preferred Races== | ||
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[[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background. | [[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background. | ||
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*[[Book of Debilitation]] | *[[Book of Debilitation]] | ||
*[[Bread ration]] | *[[Bread ration]] | ||
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==Starting Skills and Stats== | ==Starting Skills and Stats== | ||
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*Chosen Weapon's Skill: 2 | *Chosen Weapon's Skill: 2 | ||
*[[Dodging]]: 2 | *[[Dodging]]: 2 | ||
− | *[[Spellcasting]]: | + | *[[Spellcasting]]: 1 |
*[[Hexes]]: 3 | *[[Hexes]]: 3 | ||
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[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches! | [[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches! | ||
− | Look for [[Blink]] combined with [[Control Teleport]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]], and [[Stealth]]. | + | Look for [[Blink]] combined with [[Control Teleport]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]]. |
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+ | [[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big surplus, and he'll eventually give you a well-enchanted [[longbow]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload. | ||
− | [[ | + | ==History== |
+ | Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting. | ||
{{backgrounds}} | {{backgrounds}} | ||
[[Category: Backgrounds]] | [[Category: Backgrounds]] | ||
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Revision as of 18:55, 8 May 2014
Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance. |
Arcane Marksmen are ranged combat specialists who complement their attacks with Hexes magic. What the Skald is to the Fighter, the Arcane Marksman is to the Hunter. Arcane Marksmen enter the Dungeon with the Corona spell in memory.
Preferred Races
High Elf, Deep Elf, Kobold, Spriggan, Troll, and Centaur are the recommended races if you pick an Arcane Marksman Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- javelins, sling, bow or crossbow of your choice
- Those starting with a launcher start with 20 of the appropriate ammo (sling bullets, arrows, or bolts). Those starting with javelins start with 5 of them.
- +0 robe
- Book of Debilitation
- Bread ration
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Fighting: 1
- Chosen Weapon's Skill: 2
- Dodging: 2
- Spellcasting: 1
- Hexes: 3
Choosing Arcane Marksman adds 3 to your starting Strength, 5 to your starting Intelligence and 4 to your starting Dexterity.
Strategy
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The most effective strategy is to grab a decent melee weapon and use it in place of your ranged weapon in easy fights to save ammo, while you keep training your ranged combat skill. Bows may be the most reliable of the ranged weapon choices early on, as their ammo is easy to find while still doing respectable damage. Reserve your ammo for nastier stuff like gnolls and adders.
Corona everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. Slow often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. Inner Flame can be tricky to pull off but is very effective against groups, especially if you can combine it with Portal Projectile. Cause Fear is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!
Look for Blink combined with Control Teleport, and Summon Butterflies with Portal Projectile -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast Haste and Deflect Missiles as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into Fighting, Armour/Dodging, and Stealth.
Okawaru is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big surplus, and he'll eventually give you a well-enchanted longbow too. If you find yourself running low on ammo, dive deeper into the main Dungeon or head for the Vaults. Centaurs and yaktaurs are eager to help you reload.
History
Prior to 0.14, Arcane Marksmen started with 2 levels of Spellcasting.
Backgrounds | |
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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 |