Difference between revisions of "Skald"
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{{flavour|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.}} | {{flavour|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.}} | ||
'''Skald''' are warriors who use [[Charms]] magic to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional [[Fighter]]s. | '''Skald''' are warriors who use [[Charms]] magic to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional [[Fighter]]s. | ||
==Preferred Races== | ==Preferred Races== | ||
+ | [[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background. | ||
− | [[ | + | ==Starting Equipment== |
+ | Skalds start with the [[Infusion]] spell memorised. | ||
− | |||
Some [[species]] may receive different items based on their unique restrictions. | Some [[species]] may receive different items based on their unique restrictions. | ||
− | *+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[ | + | *+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]] or [[mace]], or [[unarmed]]) |
*+0 [[leather armour]] | *+0 [[leather armour]] | ||
*[[Book of Battle]] | *[[Book of Battle]] | ||
− | *[[ | + | *[[Ration]] |
==Starting Skills== | ==Starting Skills== | ||
Line 19: | Line 20: | ||
*Chosen Weapon's Skill: 2 | *Chosen Weapon's Skill: 2 | ||
*[[Armour]]: 1 | *[[Armour]]: 1 | ||
− | *[[Dodging]]: | + | *[[Dodging]]: 2 |
*[[Spellcasting]]: 2 | *[[Spellcasting]]: 2 | ||
*[[Charms]]: 3 | *[[Charms]]: 3 | ||
Line 32: | Line 33: | ||
[[Merfolk]] are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. [[High elves]] and [[vampire]]s also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[Okawaru]] (simple, straightforward combat boosts that require minimal [[Invocations]] training, and the weapon and armour gifts are always appreciated), [[Fedhas]] ([[wandering mushroom]]s are very powerful, rain is more useful to merfolk) or [[Kiku]] (allows you to branch into [[Necromancy]], particularly useful to vampires for blood on demand). The only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than skald) and [[the Shining One]] (forbids Regeneration and works badly with Spectral Weapon). | [[Merfolk]] are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. [[High elves]] and [[vampire]]s also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[Okawaru]] (simple, straightforward combat boosts that require minimal [[Invocations]] training, and the weapon and armour gifts are always appreciated), [[Fedhas]] ([[wandering mushroom]]s are very powerful, rain is more useful to merfolk) or [[Kiku]] (allows you to branch into [[Necromancy]], particularly useful to vampires for blood on demand). The only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than skald) and [[the Shining One]] (forbids Regeneration and works badly with Spectral Weapon). | ||
− | Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available | + | Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. [[Ozocubu's Armour]] is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. [[Swiftness]] will provide an escape option with almost no [[Air Magic]] training, and for those willing to dabble in air magic, [[Deflect Missiles]] is a good endgame defensive boost. |
==History== | ==History== |
Revision as of 19:30, 3 February 2018
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. |
Skald are warriors who use Charms magic to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional Fighters.
Preferred Races
Halfling, Centaur, Merfolk, Draconian, and Vampire are the recommended races if you pick a Skald Background.
Starting Equipment
Skalds start with the Infusion spell memorised.
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
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
Although useful, the spells in your starting book should be used with care. Infusion is an excellent spell for taking out early unarmoured threats such as adders, gnolls, and ogres quickly, but don't expect it to have much effect against armoured opponents. Shroud of Golubria is a useful defensive spell to keep up whenever you enter into dangerous melee, but be careful not to overuse Infusion and find yourself suddenly out of MP. Song of Slaying can add significant bonuses to your combat performance, but be aware that it's a very loud spell; you'll be generating enough noise that enemy reinforcements will be likely to show up from unexplored parts of the floor.
Once it becomes available, Spectral Weapon gives an immense boost to your attack power, nearly doubling your damage output. This is particularly useful for polearms-wielders; you can keep the vulnerable spectral weapon safely behind you while you both get to attack. Regeneration is also tremendously useful; faster HP regeneration greatly increases your survival rate and is absolutely worth using if you aren't worshiping a good god.
Merfolk are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. High elves and vampires also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky stealth play supplemented by magically enhanced melee. Solid god selections include Okawaru (simple, straightforward combat boosts that require minimal Invocations training, and the weapon and armour gifts are always appreciated), Fedhas (wandering mushrooms are very powerful, rain is more useful to merfolk) or Kiku (allows you to branch into Necromancy, particularly useful to vampires for blood on demand). The only gods not recommended are Trog (if you want to play a magic-free character, there are much better choices than skald) and the Shining One (forbids Regeneration and works badly with Spectral Weapon).
Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. Ozocubu's Armour is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. Swiftness will provide an escape option with almost no Air Magic training, and for those willing to dabble in air magic, Deflect Missiles is a good endgame defensive boost.
History
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 |