Difference between revisions of "Hexslinger"

From CrawlWiki
Jump to: navigation, search
m (Starting Skills and Stats: fix stats)
 
(26 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{version026}}
+
{{version031}}
{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance. They begin the game with the Book of Debilitation, a ranged weapon of their choice, and a robe.}}
+
{{flavour|Hexslingers use debilitating spells to assist their ranged attacks. They begin the game with a sling, some spells to support its use, a scroll of poison to keep foes at a distance, and a robe.}}
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with debilitating [[Hexes]].
 
  
==Preferred Races==
+
'''Hexslingers''' are ranged combat specialists who complement their attacks with debilitating [[Hexes]].
[[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], and [[Troll]] are the recommended races if you pick an Arcane Marksman Background.
+
 
 +
==Preferred Species==
 +
[[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick a Hexslinger Background.
 +
 
 +
==Racial Restrictions==
 +
[[Felid]]s are forbidden from becoming Hexslingers, as they cannot use ranged weapons.
  
 
==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 ranged [[weapon of choice]] ([[throwing]] weapons, a [[hunting sling]], a [[shortbow]], or a [[hand crossbow]])
+
*+1 [[sling]]
** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).
 
** Those starting with throwing weapons start with 5 [[javelin]]s and 2 [[throwing net]]s. The javelins are replaced by 4 [[large rock]]s for large races or 8 [[boomerang]]s for small races.
 
 
*+0 [[robe]]
 
*+0 [[robe]]
 +
*[[Scroll of poison]]
  
 
'''Available Spells:'''
 
'''Available Spells:'''
*[[Corona]]
+
*[[Jinxbite]]
*[[Slow]]
+
*[[Sigil of Binding]]
 
*[[Inner Flame]]
 
*[[Inner Flame]]
*[[Portal Projectile]]
+
*[[Dimensional Bullseye]]
 
*[[Cause Fear]]
 
*[[Cause Fear]]
*[[Leda's Liquefaction]]
 
 
Arcane Marksmen start with the [[Corona]] 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.
 
*[[Fighting]]: 1
 
*[[Fighting]]: 1
*Chosen Weapon's Skill: 2
+
*[[Ranged Weapons]]: 2
 
*[[Dodging]]: 2
 
*[[Dodging]]: 2
 
*[[Spellcasting]]: 1
 
*[[Spellcasting]]: 1
 
*[[Hexes]]: 3
 
*[[Hexes]]: 3
 +
*[[Fire Magic]]: 1
  
Choosing Arcane Marksman adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].
+
Choosing Hexslinger adds 5 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].
  
 
==Strategy==
 
==Strategy==
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The first floors of the dungeon often have extra ammunition lying around, so make sure to look for it. If you're low on ammo, the most effective strategy is to use a melee weapon in easy fights, while you keep training your ranged combat skill. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.
+
Hexslingers are split between Ranged Weapons, Hexes, and defensive skills. Focus on weapon skill first, as your starting hexes can't kill enemies by themselves.
 +
 
 +
===Spell Details===
 +
[[Jinxbite]] is a self-buff that allows you to deal extra damage and [[drain]] enemies that fail to resist a [[willpower|will]] check. However, it halves your willpower, so it's not recommended against monsters with dangerous hexes like [[Paralyse]] or [[Banishment]].
  
[[Corona]] everything you don't clearly overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] may sometimes take several castings to apply, but can enable a kiting strategy for things you can't melee safely. [[Portal Projectile]] is perfect for sniping particularly dangerous monsters like [[orc priest]]s without having to first fight your way through all their friends. [[Inner Flame]] can be tricky to pull off without blowing yourself up, but is very effective against groups, especially if you can combine it with Slow or Portal Projectile. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches! [[Leda's Liquefaction]] will give you more time to shoot at melee opponents while they charge and will help protect you from their attacks if they manage to reach you.
+
[[Sigil of Binding]] creates sigils that prevent anyone who steps on them from moving. This is best used against melee enemies to keep them away from you, as it won't prevent ranged enemies or casters from acting.
  
Look for [[Blink]] and [[Swiftness]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll also want to be able to cast other utility spells like [[Metabolic Englaciation]]. That's really all you need to sweep through most branches: an enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].
+
[[Inner Flame]] can be tricky to pull off without blowing yourself up, but is very effective against groups. It combos well with two other hexes: Sigil of Binding gives you space to avoid the explosion, while Dimensional Bullseye allows for creative sniping.
  
As you'll mostly be fighting from a distance, a [[scarf]] of [[Repel Missiles]] will protect you from any ranged attackers that decide to engage you in a sniper duel.
+
[[Dimensional Bullseye]] lets you attack the spell's target while attacking someone else simultaneously. Use this to pick off summoners and casters with smite-targeted spells you can't otherwise reach.
  
[[Okawaru]] is a decent choice for playing it safe since the ammo gifts will help ease the strain until you can build up a big surplus, and you'll eventually earn a well-enchanted [[fustibalus]], [[longbow]], or [[arbalest]]. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]: [[centaur]]s and [[yaktaur]]s are eager to help you reload.
+
[[Cause Fear]] is both a great panic button and good offensive tool. It's an infinite use [[scroll of fear]], which is about as powerful as it sounds... though the scroll has a much higher chance of success. It doesn't work on undead or demons, but is effective in the [[Lair]] and its non-Slime branches.
 +
 
 +
Look for [[Blink]] and [[Swiftness]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll also want to be able to cast other utility spells like [[Metabolic Englaciation]] or [[Leda's Liquefaction]]. You'll likely have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].
  
 
==History==
 
==History==
*In [[0.27]], Arcane Marksmen are no longer tied to the [[[Book of Debilitation]]. They lost [[Leda's Liquefaction]], however.
+
*In [[0.31]], Hexslingers were reworked. Prior to this version:
*Prior to [[0.20]], the [[book of Debilitation]] had [[Gell's Gravitas]] instead of [[Portal Projectile]].
+
**Hexslingers started with [[Slow]], [[Inner Flame]], [[Portal Projectile]], and [[Cause Fear]].
 +
**Hexslingers gained +2 Str, +5 Int, and +5 Dex and did not start with any [[Fire Magic]].
 +
*Prior to [[0.30]], this background was named '''Arcane Marksman''' ('''AM''').
 +
*Prior to [[0.29]], Arcane Marksmen started with a choice of [[hunting sling]], [[hand crossbow]], shortbow, or throwing weapons. Launchers were +0 and started with 20 of their respective [[ammo]], which they had to worry about. Throwing started with 6 [[javelin]]s (adjusted for species) and 2 [[throwing net]]s.
 +
**This version gave almost all backgrounds a consumable: AM now starts with a [[scroll of poison]].
 +
*Prior to [[0.28]], Arcane Marksmen started with the [[Corona]] spell memorized. [[Slow]] was moved down to level 1 to compensate.
 +
*Prior to [[0.27]], Arcane Marksmen had the [[Book of Debilitation]], and started with [[Leda's Liquefaction]].
 +
*Prior to [[0.20]], the book of Debilitation had [[Gell's Gravitas]] instead of [[Portal Projectile]].
 
*Prior to [[0.17]], [[Control Teleport|teleport control]] combined with the [[blink]] spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.
 
*Prior to [[0.17]], [[Control Teleport|teleport control]] combined with the [[blink]] spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.
 
*Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.
 
*Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.
 
*Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.
 
*Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.
*In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon.
+
*In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon. In addition, AM started with spells that [[brand]]ed ammo, such as Poison Ammunition.
  
 
{{backgrounds}}
 
{{backgrounds}}
[[Category: Backgrounds]]
+
 
 +
[[Category:Backgrounds]]

Latest revision as of 21:38, 11 April 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Hexslingers use debilitating spells to assist their ranged attacks. They begin the game with a sling, some spells to support its use, a scroll of poison to keep foes at a distance, and a robe.

Hexslingers are ranged combat specialists who complement their attacks with debilitating Hexes.

Preferred Species

Formicid, Deep Elf, Kobold, Spriggan, and Gnoll are the recommended species if you pick a Hexslinger Background.

Racial Restrictions

Felids are forbidden from becoming Hexslingers, as they cannot use ranged weapons.

Starting Equipment

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

Available Spells:

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Hexslinger adds 5 to your starting Intelligence and 7 to your starting Dexterity.

Strategy

Hexslingers are split between Ranged Weapons, Hexes, and defensive skills. Focus on weapon skill first, as your starting hexes can't kill enemies by themselves.

Spell Details

Jinxbite is a self-buff that allows you to deal extra damage and drain enemies that fail to resist a will check. However, it halves your willpower, so it's not recommended against monsters with dangerous hexes like Paralyse or Banishment.

Sigil of Binding creates sigils that prevent anyone who steps on them from moving. This is best used against melee enemies to keep them away from you, as it won't prevent ranged enemies or casters from acting.

Inner Flame can be tricky to pull off without blowing yourself up, but is very effective against groups. It combos well with two other hexes: Sigil of Binding gives you space to avoid the explosion, while Dimensional Bullseye allows for creative sniping.

Dimensional Bullseye lets you attack the spell's target while attacking someone else simultaneously. Use this to pick off summoners and casters with smite-targeted spells you can't otherwise reach.

Cause Fear is both a great panic button and good offensive tool. It's an infinite use scroll of fear, which is about as powerful as it sounds... though the scroll has a much higher chance of success. It doesn't work on undead or demons, but is effective in the Lair and its non-Slime branches.

Look for Blink and Swiftness -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll also want to be able to cast other utility spells like Metabolic Englaciation or Leda's Liquefaction. You'll likely have a lot of experience left over, so pour it into Fighting, Armour/Dodging, and Stealth.

History

  • In 0.31, Hexslingers were reworked. Prior to this version:
  • Prior to 0.30, this background was named Arcane Marksman (AM).
  • Prior to 0.29, Arcane Marksmen started with a choice of hunting sling, hand crossbow, shortbow, or throwing weapons. Launchers were +0 and started with 20 of their respective ammo, which they had to worry about. Throwing started with 6 javelins (adjusted for species) and 2 throwing nets.
    • This version gave almost all backgrounds a consumable: AM now starts with a scroll of poison.
  • Prior to 0.28, Arcane Marksmen started with the Corona spell memorized. Slow was moved down to level 1 to compensate.
  • Prior to 0.27, Arcane Marksmen had the Book of Debilitation, and started with Leda's Liquefaction.
  • Prior to 0.20, the book of Debilitation had Gell's Gravitas instead of Portal Projectile.
  • Prior to 0.17, teleport control combined with the blink spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.
  • Prior to 0.15, Arcane Marksmen starting with javelins didn't get any throwing nets.
  • Prior to 0.14, Arcane Marksmen started with 2 levels of Spellcasting.
  • In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon. In addition, AM started with spells that branded ammo, such as Poison Ammunition.
Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver