Difference between revisions of "Fire Elementalist"

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{{flavour|Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction.}}
 
{{flavour|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.
 
'''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.
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'''Available Spells:'''
 
'''Available Spells:'''
 
*[[Foxfire]]
 
*[[Foxfire]]
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*[[Scorch]]
 
*[[Conjure Flame]]
 
*[[Conjure Flame]]
 
*[[Inner Flame]]
 
*[[Inner Flame]]
*[[Sticky Flame]]
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*[[Flame Wave]]
*[[Fireball]]
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Fire elementalists start with the [[Foxfire]] spell memorised.
  
Fire elementalists start with the [[Foxfire]] spell already memorised.
 
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
 
These are adjusted by your species' [[aptitude]]s.
 
These are adjusted by your species' [[aptitude]]s.
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==Strategy==
 
==Strategy==
This start struggles slightly before XL 4, due to the finicky nature of [[Foxfire]], which requires open space to be used properly.
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Fire elementalists struggle slightly at XL 1, due to the finicky nature of [[Foxfire]]. While Foxfire is a fairly accurate and damaging spell, it requires an open space for Foxfires to traverse through. Beware of hallways. [[Scorch]] is easier to use, but has its own quirks: being both random targetted and limited to 3 range.
  
The level 3 spells can also be difficult to use: [[Conjure Flame]], while it can provide a useful defensive barrier or an effective source of damage to anything willing to walk into the flames, 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 themself and any impending explosions. [[Sticky Flame]] can be useful for setting off the explosion without having to stand within the blast radius.
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The level 3 spells can also be difficult to use: [[Conjure Flame]], while it can provide a useful defensive barrier or an effective source of damage to anything willing to walk into the flames, 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 themself and any impending explosions.  
  
Once a Fire Elementalist has hit level 5, though, Sticky Flame and [[Fireball]] can carry this start for a long time - FE starts with the offensive spells to pretty much get 2 runes on its own.
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Finally, Flame Wave is a respectfully damaging and MP-efficent spell for the earlier [[Lair]] branches. But don't get too greedy trying to use its inital one-range.  
  
Character guides:
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As many Fire spells are also [[Conjuration]]s, it may be worthwhile to focus on training that skill in order to have greater spell options later on.
*[[Majang's Fire Elementalist of TSO Guide]] (0.17)
 
  
 
==History==
 
==History==
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*Prior to [[0.28]], Fire Elmentalists started with [[Sticky Flame]] and [[Fireball]] instead of [[Scorch]] and [[Flame Wave]].
 
*Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]], which had the same spells as Fire Elementalists do now.
 
*Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]], which had the same spells as Fire Elementalists do now.
 
*Prior to [[0.25]], Fire Elementalists started with [[Flame Tongue]] instead of [[Foxfire]] and had [[Throw Flame]].
 
*Prior to [[0.25]], Fire Elementalists started with [[Flame Tongue]] instead of [[Foxfire]] and had [[Throw Flame]].

Revision as of 02:28, 3 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
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 struggle slightly at XL 1, due to the finicky nature of Foxfire. While Foxfire is a fairly accurate and damaging spell, it requires an open space for Foxfires to traverse through. Beware of hallways. Scorch is easier to use, but has its own quirks: being both random targetted and limited to 3 range.

The level 3 spells can also be difficult to use: Conjure Flame, while it can provide a useful defensive barrier or an effective source of damage to anything willing to walk into the flames, 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 themself and any impending explosions.

Finally, Flame Wave is a respectfully damaging and MP-efficent spell for the earlier Lair branches. But don't get too greedy trying to use its inital one-range.

As many Fire spells are also Conjurations, it may be worthwhile to focus on training that skill in order to have greater spell options later on.

History

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