Difference between revisions of "Conjurer"

From CrawlWiki
Jump to: navigation, search
(Created page with "{{version010}} '''Conjurer'''s are offensive spellcasters who specialize in violent and volatile Conjurations. Relative to other magical backgrounds (such as the Wizard),...")
 
(update strategy)
 
(41 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{version010}}
+
{{version031}}
'''Conjurer'''s are offensive spellcasters who specialize in violent and volatile [[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.  
+
{{flavour|The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations.}}
 +
'''Conjurers''' are offensive spellcasters who specialize in violent and volatile non-elemental [[Conjurations]]. Relative to other magical backgrounds, they begin the game with a great Conjurations skill, and the most Intelligence of any background.
 +
 
 +
==Preferred Species==
 +
[[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], [[Djinni]], and [[Demigod]] are the recommended species if you pick a Conjurer 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.
 
*+0 [[robe]]
 
*+0 [[robe]]
*[[Book of Conjurations]]
+
*[[Potion of magic]]
*[[Bread ration]]
 
*20 [[gold]]
 
  
==Starting Skills==
+
'''Available Spells:'''
 +
*[[Magic Dart]]
 +
*[[Searing Ray]]
 +
*[[Fulminant Prism]]
 +
*[[Iskenderun's Mystic Blast]]
 +
 
 +
Conjurers start with the [[Magic Dart]] spell already memorised.
 +
 
 +
==Starting Skills and Stats==
 
These are adjusted by your species' [[aptitude]]s.
 
These are adjusted by your species' [[aptitude]]s.
 
*[[Dodging]]: 2
 
*[[Dodging]]: 2
 
*[[Stealth]]: 2
 
*[[Stealth]]: 2
*[[Spellcasting]]: 1
+
*[[Spellcasting]]: 2
 
*[[Conjurations]]: 4
 
*[[Conjurations]]: 4
 +
 +
Choosing Conjurer adds 10 to your starting [[Intelligence]], 3 to your starting [[Dexterity]], but reduces starting [[Strength]] by 1.
  
 
==Strategy==
 
==Strategy==
Conjurers enter the [[Dungeon]] with the [[Magic Dart]] spell in memory.  
+
The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. Once they get to [[XL]] 2, Conjurers receive a variety of strong, reliable, and irresistible spells to inflict damage on their foes. This puts them in stark contrast to elementalists and Alchemists, who may face enemies that resist their spells.
 +
 
 +
The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them.
  
Conjurers have two main advantages over [[Wizard]]s: a more powerful Magic Dart at the start of the game, and guaranteed access to mid-game nukes in their starter spellbook ([[Bolt of Cold]] and [[Freezing Cloud]]). Early on, [[Mephitic Cloud]] helps neutralize many powerful threats, which is necessary as they do not get access to [[Blink]] without finding a lucky early book. In most cases, they are confined to a "stand and nuke" approach for solving all situations until their spell repertoire expands.
+
===Spell Details===
 +
Conjurers have access to [[Searing Ray]] at XL2, a strong overall spell, if a bit plain. It can be recast for only 1 MP by waiting (pressing '.', also automatically done with autofight). Their starting spell, [[Magic Dart]] is somewhat weaker. Magic Dart has a few benefits; it never misses and has a full-screen range.
  
Unlike the various Elementalists (who can also be "blasty"), Conjurers start with no elemental magic skills. This makes them a good choice for less experienced players who want to try a blaster, but aren't yet sure what (if any) type of elemental magic best suits them.
+
Both [[Fulminant Prism]] and [[Iskenderun's Mystic Blast]] are very useful, though you should generally get Prism first (since it deals more damage). Prism creates a stationary summon; after 2 turns, it explodes in a 3×3 area. Against a 100% speed monster, you should put a prism one space ahead - but not in the direct path of - the monster. That way, you don't get hurt and the monster does.
  
See the [[Conjurator guide]] for a more general (and lengthy) discussion of the Conjuration-focused playstyle, independent of background.
+
Iskenderun's Mystic Blast is a support spell great for knocking enemies back, or damaging multiple enemies. Surrounded? Say no more; it's just as potent as, and more reliable than, [[Blink]] for this purpose.
  
 
==History==
 
==History==
Prior to [[0.9]], their starting spell book was different, most notably lacking Mephitic Cloud.
+
*Prior to [[0.31]], Conjurers also started with [[Dazzling Flash]].
 +
*In 0.29, most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].
 +
*Prior to [[0.27]], Conjurers started with the [[Book of Conjurations]], which had the spells Conjurers do now.
 +
*Prior to [[0.26]], their starting [[stat]]s were +6 Int / +4 Dex / +2 Str. They were swapped with the newly named [[Hedge Wizard]].
 +
*Prior to [[0.25]], the [[Book of Conjurations]] had [[Dazzling Spray]] instead of [[Dazzling Flash]] and also contained [[Force Lance]].
 +
*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 [[0.12]], their starting spell book included a variety of Ice/Air elemental spells, plus [[Magic Dart]].
 +
*Prior to [[0.9]], Conjurers could pick between a Fire/Earth and Ice/Air book; Conjurers now receive the latter, with the notable addition of [[Mephitic Cloud]].
  
 +
{{backgrounds}}
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]

Latest revision as of 09:21, 15 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations.

Conjurers are offensive spellcasters who specialize in violent and volatile non-elemental Conjurations. Relative to other magical backgrounds, they begin the game with a great Conjurations skill, and the most Intelligence of any background.

Preferred Species

Deep Elf, Naga, Tengu, Draconian, Djinni, and Demigod are the recommended species 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. Once they get to XL 2, Conjurers receive a variety of strong, reliable, and irresistible spells to inflict damage on their foes. This puts them in stark contrast to elementalists and Alchemists, who may face enemies that resist their spells.

The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them.

Spell Details

Conjurers have access to Searing Ray at XL2, a strong overall spell, if a bit plain. It can be recast for only 1 MP by waiting (pressing '.', also automatically done with autofight). Their starting spell, Magic Dart is somewhat weaker. Magic Dart has a few benefits; it never misses and has a full-screen range.

Both Fulminant Prism and Iskenderun's Mystic Blast are very useful, though you should generally get Prism first (since it deals more damage). Prism creates a stationary summon; after 2 turns, it explodes in a 3×3 area. Against a 100% speed monster, you should put a prism one space ahead - but not in the direct path of - the monster. That way, you don't get hurt and the monster does.

Iskenderun's Mystic Blast is a support spell great for knocking enemies back, or damaging multiple enemies. Surrounded? Say no more; it's just as potent as, and more reliable than, Blink for this purpose.

History

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