Difference between revisions of "Conjurer"

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(.26 wz/cj swap, spells listed out)
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{{flavour|Conjurers confront problems with damaging spells from the book of Conjurations.}}
 
{{flavour|Conjurers confront problems with damaging spells from the book of Conjurations.}}
 
'''Conjurer'''s are offensive spellcasters who specialize in violent and volatile non-elemental [[Conjurations]]. Relative to other magical backgrounds (such as the [[Wizard]]), they begin the game with a lower general [[Spellcasting]] skill, but have a higher Conjurations skill to compensate.  
 
'''Conjurer'''s are offensive spellcasters who specialize in violent and volatile non-elemental [[Conjurations]]. Relative to other magical backgrounds (such as the [[Wizard]]), they begin the game with a lower general [[Spellcasting]] skill, but have a higher Conjurations skill to compensate.  
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Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
 
*+0 [[robe]]
 
*+0 [[robe]]
*[[Book of Conjurations]]
 
*[[Ration]]
 
  
Conjurers start with the [[Magic Dart]] spell memorised.
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'''Available Spells:'''
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*[[Magic Dart]]
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*[[Searing Ray]]
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*[[Dazzling Flash]]
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*[[Fulminant Prism]]
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*[[Iskenderun's Mystic Blast]]
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Conjurers start with the [[Magic Dart]] spell already memorised.
  
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
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*[[Conjurations]]: 4
 
*[[Conjurations]]: 4
  
Choosing Conjurer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].
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Choosing Conjurer adds 10 to your starting [[Intelligence]], 3 to your starting [[Dexterity]], but reduces starting [[Strength]] by 1.
  
 
==Strategy==
 
==Strategy==
The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. [[Searing Ray]] is an excellent follow up to [[Magic Dart]] and is very MP-efficient. [[Dazzling Flash]] [[blind]]s nearby enemies, significantly reducing their ability to fight or track you; it also provides a way to branch into [[Hexes]]. [[Iskenderun's Mystic Blast]] deals damage to multiple enemies at once and can shove enemies out of melee range, while [[Fulminant Prism]] can deal heavy damage to multiple enemies at a greater distance.
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The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. [[Searing Ray]] is an excellent follow up to never-missing [[Magic Dart]] and is very MP-efficient. [[Dazzling Flash]] [[blind]]s nearby enemies, significantly reducing their ability to fight or track you; it also provides a way to branch into [[Hexes]]. [[Iskenderun's Mystic Blast]] deals damage to multiple enemies at once and can shove enemies out of melee range, while [[Fulminant Prism]] can deal heavy damage to multiple enemies at a greater distance.
  
While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents regardless of resistances makes them reliable and saves you from suddenly encountering a foe you just can't deal with. When you ''do'' find some elemental magic sources, your early training in Conjurations will help you get those spells online quickly.
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Thanks to their irresistable nature (bar [[AC]]), Conjurers do not worry about resistances as much as other Mage backgrounds. Conjurations skill is flexible; contributing to the power and failure of many elemental spells, if/when you get them.
  
 
==History==
 
==History==
*Prior to [[0.25]], the [[book of Conjurations]] had [[Dazzling Spray]] instead of [[Dazzling Flash]] and also contained [[Force Lance]]
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*In [[0.27]], Conjurers are no longer tied to the [[Book of Conjurations]].
*Prior to [[0.20]], the book of Conjurations had [[Iskenderun's Battlesphere]] instead of Force Lance.
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*Prior to [[0.26]], their starting intelligence was increased from +6 to +10, dexterity reduced from +4 to +3, and strength reduced from +2 to -1. Aptitues were swapped with the newly named [[Hedge Wizard]].
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*Prior to [[0.25]], the [[Book of Conjurations]] had [[Dazzling Spray]] instead of [[Dazzling Flash]] and also contained [[Force Lance]]
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*Prior to [[0.20]], the Book of Conjurations had [[Iskenderun's Battlesphere]] instead of Force Lance.
 
*Prior to [[0.14]], they started with 20 gold and 1 Spellcasting instead of 2.
 
*Prior to [[0.14]], they started with 20 gold and 1 Spellcasting instead of 2.
 
*Prior to [[0.12]], their starting spell book included a variety of elemental spells, plus [[Magic Dart]].
 
*Prior to [[0.12]], their starting spell book included a variety of elemental spells, plus [[Magic Dart]].

Revision as of 21:00, 11 July 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
Conjurers confront problems with damaging spells from the book of Conjurations.

Conjurers are offensive spellcasters who specialize in violent and volatile non-elemental Conjurations. Relative to other magical backgrounds (such as the Wizard), they begin the game with a lower general Spellcasting skill, but have a higher Conjurations skill to compensate.

Preferred Races

Deep Elf, Naga, Tengu, Draconian, and Demigod are the recommended races if you pick a Conjurer Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Conjurers start with the Magic Dart spell already memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Conjurer adds 10 to your starting Intelligence, 3 to your starting Dexterity, but reduces starting Strength by 1.

Strategy

The Conjurer starting book contains a variety of pure Conjurations attack spells. Searing Ray is an excellent follow up to never-missing Magic Dart and is very MP-efficient. Dazzling Flash blinds nearby enemies, significantly reducing their ability to fight or track you; it also provides a way to branch into Hexes. Iskenderun's Mystic Blast deals damage to multiple enemies at once and can shove enemies out of melee range, while Fulminant Prism can deal heavy damage to multiple enemies at a greater distance.

Thanks to their irresistable nature (bar AC), Conjurers do not worry about resistances as much as other Mage backgrounds. Conjurations skill is flexible; contributing to the power and failure of many elemental spells, if/when you get them.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver