Difference between revisions of "Hexslinger"

From CrawlWiki
Jump to: navigation, search
m (History)
m (Starting Skills and Stats: fix stats)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{version029}}
+
{{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 a ranged weapon of their choice, some spells to support its use, a scroll of poison to keep foes at a distance, 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]].
+
 
 +
'''Hexslingers''' are ranged combat specialists who complement their attacks with debilitating [[Hexes]].
  
 
==Preferred Species==
 
==Preferred Species==
[[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick an Arcane Marksman Background.
+
[[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick a Hexslinger Background.
  
 
==Racial Restrictions==
 
==Racial Restrictions==
[[Felid]]s are forbidden from becoming Arcane Markscats, as they cannot use ranged weapons.
+
[[Felid]]s are forbidden from becoming Hexslingers, as they cannot use ranged weapons.
  
 
==Starting Equipment==
 
==Starting Equipment==
Line 16: Line 17:
  
 
'''Available Spells:'''
 
'''Available Spells:'''
*[[Slow]]
+
*[[Jinxbite]]
 +
*[[Sigil of Binding]]
 
*[[Inner Flame]]
 
*[[Inner Flame]]
*[[Portal Projectile]]
+
*[[Dimensional Bullseye]]
 
*[[Cause Fear]]
 
*[[Cause Fear]]
 
Arcane Marksmen start with the [[Slow]] spell memorised.
 
  
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
Line 30: Line 30:
 
*[[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, split between Ranged Weapons, Hexes, and defensive skills. Focus on weapon skill first, using Slow as a supplement.
+
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===
 
===Spell Details===
[[Slow]] everything you don't clearly overpower, regardless of whether you're shooting or going hand-to-hand. Slowing reduces monster speed by 33%, meaning you get hit 33% less often. It may sometimes take several castings to apply, but it enables a kiting strategy for things you can't melee safely.
+
[[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]].
 +
 
 +
[[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.
  
[[Portal Projectile]] is perfect for sniping particularly dangerous monsters like [[orc priest]]s, without having to first fight your way through all their friends. It greatly increases accuracy, though not a priority to train up.
+
[[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.
  
[[Inner Flame]] can be tricky to pull off without blowing yourself up, but is very effective against groups. It combos well with the other two hexes: Slow gives you space to avoid the explosion, while Portal Projectile 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 starts with high spellpower. It doesn't work on undead or demons, but is effective in the [[Lair]] and its non-Slime branches.
+
[[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]].
 
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 [[0.30]], Arcane Marksman will be renamed into '''Hexslinger''' ('''Hs''').
+
*In [[0.31]], Hexslingers were reworked. Prior to this version:
 +
**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.
 
*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]].
 
**This version gave almost all backgrounds a consumable: AM now starts with a [[scroll of poison]].
Line 61: Line 67:
 
{{backgrounds}}
 
{{backgrounds}}
  
[[Category:Backgrounds]] [[Category:Crystal Ball Articles]]
+
[[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