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.
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'''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 [[Fighter]]s.
  
 
==Preferred Races==
 
==Preferred Races==
 
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[[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.
[[High Elf]], [[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.
 
  
 
==Starting Equipment==
 
==Starting Equipment==
 
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 [[mace]])
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*+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]]
*[[Bread ration]]
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*[[Ration]]
*20 [[gold]]
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===Available Spells===
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*[[Infusion (spell)|Infusion]]
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*[[Shroud of Golubria]]
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*[[Song of Slaying]]
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*[[Ozocubu's Armour]]  
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*[[Spectral Weapon]]
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Skalds start with the [[Infusion (spell)|Infusion]] spell memorised.
  
 
==Starting Skills==
 
==Starting Skills==
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*Chosen Weapon's Skill: 2
 
*Chosen Weapon's Skill: 2
 
*[[Armour]]: 1
 
*[[Armour]]: 1
*[[Dodging]]: 1
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*[[Dodging]]: 2
 
*[[Spellcasting]]: 2
 
*[[Spellcasting]]: 2
 
*[[Charms]]: 3
 
*[[Charms]]: 3
  
Choosing Skald adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].
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Choosing Skald adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].
  
 
==Strategy==
 
==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 [[adder]]s, [[gnoll]]s, and [[ogre (monster)|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.
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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).
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Skalds often prefer to start with [[Polearms]], so that Spectral Weapon can take advantage of its reaching.
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Species/Gods that work well with Skald:
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*[[Merfolk]] - Merfolk are perfect for [[Dodging]] and Charms-based melee play, and have a +4 Polearms aptitude to boot.
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*[[Okawaru]] - A strong melee god in general. Heroism eases up your skill training, and gifts are always nice to have.
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*[[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.
  
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]].
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===Spell Strategy===
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[[Infusion (spell)|Infusion]] adds extra damage, but this damage is reduced by [[AC]]. It'll help you against early [[adder]]s, [[gnoll (monster)|gnolls]], and [[ogre (monster)|ogres]], but does almost nothing against armoured targets like [[orc warrior]]s.
  
[[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).
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[[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.
  
Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. [[Repel Missiles]] and [[Swiftness]] are both tremendously helpful if you don't mind dabbling in [[Air Magic]]. [[Freezing Aura]], [[Fire Brand]], or other temporary weapon brand spells will magnify your damage in a much more useful and cost-effective way than Infusion (though they do stack if you feel like burning all your MP to help something die just a little faster). [[Ozocubu's Armour]] is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. In the mid-game, consider getting [[Haste]] online as quickly as possible; it may burn through your food supply a bit, but it's one of the best spells in the game and one of the main attractions of the Charms school of magic.
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[[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.
  
==History==
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[[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.
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'''.
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Keep an eye out for [[Swiftness]], a useful escape spell.
  
Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.
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==History==
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*Skalds were removed in [[0.26]], along with the [[Charms]] spell school.
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*Prior to [[0.25]], skalds' starting [[book of Battle|book]] had [[Regeneration]].
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*Prior to [[0.14]], skalds started with 20 [[gold]].
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*Prior to [[0.13]], skalds started with +0 weapons, a [[book of War Chants]], and couldn't select falchions.
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*Prior to [[0.9]], skalds were known as '''crusaders'''.
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*Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.
  
 
{{backgrounds}}
 
{{backgrounds}}
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[[Category:Backgrounds]]
 
[[Category:Backgrounds]]
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[[Category:Obsolete backgrounds]]

Latest revision as of 20:11, 27 August 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
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.

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.

Available Spells

Skalds start with the Infusion spell memorised.

Starting Skills

These are adjusted by your species' aptitudes.

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

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