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.
  
==Preferred Races==
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==Preferred Species==
 
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[[Hill Orc]], [[Gargoyle]], [[Tengu]], [[Deep Elf]], [[Demigod]], [[Naga]], and [[Djinni]] are the recommended species if you pick a Fire Elementalist Background.
[[Hill Orc]], [[Gargoyle]], [[Tengu]], [[Deep Elf]], [[Demigod]], and [[Naga]] are the recommended races if you pick a Fire Elementalist Background.
 
  
 
==Starting Equipment==
 
==Starting Equipment==
 
*+0 [[robe]]
 
*+0 [[robe]]
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*[[Potion of magic]]
  
 
'''Available Spells:'''
 
'''Available Spells:'''
 
*[[Foxfire]]
 
*[[Foxfire]]
 
*[[Scorch]]
 
*[[Scorch]]
*[[Conjure Flame]]
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*[[Volatile Blastmotes]]
 
*[[Inner Flame]]
 
*[[Inner Flame]]
 
*[[Flame Wave]]
 
*[[Flame Wave]]
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==Strategy==
 
==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.
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Fire Elementalists are particularly destructive magicians; only [[Conjurer]]s have a comparable set of damaging spells. All 3 of FE's direct damage spells are on the stronger side, and can never be [[ev]]aded - which contributes more to damage than you'd think.
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As most Fire spells are also [[Conjuration]]s, it may be worthwhile to focus on training that skill (over Fire Magic) in order to have more spell options later on.
  
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.  
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===Spell Details===
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Fire Elementalists struggle slightly at XL 1, due to the finicky nature of [[Foxfire]]. While Foxfire has perfect accuracy and strong damage, it requires open tiles to create and traverse through. Beware of hallways! In a pinch, you can stand in the corner of a hallway, opening up a diagonal to allow foxfires behind you to pass. [[Scorch]] is easier to use, but has its own quirks: it is limited to 3 range and targets randomly. However, Scorch also makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.
  
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.  
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The level 3 spells can also be difficult to use. [[Volatile Blastmotes]] and [[Inner Flame]] both do good damage, but can harm the user if they are not careful. See their respective pages for more details.
  
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.
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Finally, [[Flame Wave]] deals great damage to every foe in the surrounding area, especially for a level 4 spell. Flame Wave can be channeled; able to be cast twice more with a greater range for only 1 MP. However, don't get too greedy; Flame Wave has a small radius, and nearby monsters might be able to tear you apart.
  
 
==History==
 
==History==
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*In [[0.30]], [[Conjure Flame]] was replaced with [[Volatile Blastmotes]].
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*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].
 
*Prior to [[0.28]], Fire Elmentalists started with [[Sticky Flame]] and [[Fireball]] instead of [[Scorch]] and [[Flame Wave]].
 
*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.
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*Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]]; FE's spells were unaffected.
 
*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]].
 
*Prior to [[0.14]], Fire Elementalists only started with 1 level of Spellcasting.
 
*Prior to [[0.14]], Fire Elementalists only started with 1 level of Spellcasting.

Latest revision as of 23:01, 12 March 2024

Version 0.31: 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 Species

Hill Orc, Gargoyle, Tengu, Deep Elf, Demigod, Naga, and Djinni are the recommended species 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 are particularly destructive magicians; only Conjurers have a comparable set of damaging spells. All 3 of FE's direct damage spells are on the stronger side, and can never be evaded - which contributes more to damage than you'd think.

As most Fire spells are also Conjurations, it may be worthwhile to focus on training that skill (over Fire Magic) in order to have more spell options later on.

Spell Details

Fire Elementalists struggle slightly at XL 1, due to the finicky nature of Foxfire. While Foxfire has perfect accuracy and strong damage, it requires open tiles to create and traverse through. Beware of hallways! In a pinch, you can stand in the corner of a hallway, opening up a diagonal to allow foxfires behind you to pass. Scorch is easier to use, but has its own quirks: it is limited to 3 range and targets randomly. However, Scorch also makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.

The level 3 spells can also be difficult to use. Volatile Blastmotes and Inner Flame both do good damage, but can harm the user if they are not careful. See their respective pages for more details.

Finally, Flame Wave deals great damage to every foe in the surrounding area, especially for a level 4 spell. Flame Wave can be channeled; able to be cast twice more with a greater range for only 1 MP. However, don't get too greedy; Flame Wave has a small radius, and nearby monsters might be able to tear you apart.

History

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