Difference between revisions of "Master elementalist"
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==Useful Info== | ==Useful Info== | ||
− | + | The '''master elementalist''' is a powerful caster with spells from all four elemental schools of magic, as well as some potent support spells. It can only be found in the "Elemental Laboratory" vault, and it will always guard a [[randart]] elemental magic [[spellbook]], as well as an elemental [[magical staff]] or the [[Elemental Staff]] [[unrand]]art. Also, it spawns with a [[ego|branded]] [[robe]]. | |
− | + | The master elementalist appears only in the [[Elven Halls]] or [[Depths]]. When this vault generates in other branches, the boss is modified to be a depth-appropriate monster wielding the Elemental Staff. In the [[Dungeon]], you can find a [[deep elf pyromancer]], [[deep elf zephyrmancer]], or a [[tengu reaver]]. | |
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+ | {{monster spells}} | ||
+ | ==Tips & Tricks== | ||
+ | *The master elementalist is essentially a [[deep elf annihilator]] with the addition of Chain Lightning, Fire Storm, and Haste. An incredibly dangerous foe, but not without a few weaknesses: | ||
+ | **Both [[silence]] and [[waterlog]] will completely disable the elementalist's spellcasting, making the fight extremely easy. | ||
+ | **A [[tin of tremorstones]], if you have high Evocations, is likely to kill in one charge. | ||
+ | **Going [[invisible]] or [[blind]]ing the elementalist will make it less likely for spells to target you. | ||
+ | *Regardless, if the master elementalist gets [[haste]]d, either silence/waterlog or escape the fight immediately. You don't want to take 222+ damage per turn. | ||
− | + | ==History== | |
− | == | + | *Prior to [[0.27]], the master elementalist had the following spells: [[Iron Shot]] (3d28), [[Summon Air Elementals]], [[Sticky Flame Range]] (3d6), [[Summon Water Elementals]], [[Haste]], and [[Blink]]. |
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− | [[Category: | + | [[Category:Human]] |
Latest revision as of 00:00, 3 February 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
- This page is a stub. You could probably expand this page should you wish to do so.
master elementalist p | |
---|---|
HP | 39-80 |
HD | 18 |
XP | 1303 |
Speed | 10 |
AC | 0 |
EV | 13 |
Will | 60 |
Attack1 | 8 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | human, human |
Flags | Speaks Warm-blooded Vault |
A demented wizard commanding the primal forces of the universe. |
Contents
Useful Info
The master elementalist is a powerful caster with spells from all four elemental schools of magic, as well as some potent support spells. It can only be found in the "Elemental Laboratory" vault, and it will always guard a randart elemental magic spellbook, as well as an elemental magical staff or the Elemental Staff unrandart. Also, it spawns with a branded robe.
The master elementalist appears only in the Elven Halls or Depths. When this vault generates in other branches, the boss is modified to be a depth-appropriate monster wielding the Elemental Staff. In the Dungeon, you can find a deep elf pyromancer, deep elf zephyrmancer, or a tengu reaver.
Spells
Spell set I | ||
---|---|---|
Slot1 | Lehudib's Crystal Spear (3d37) | Wizard flag |
Slot2 | Chain Lightning (3d45) | Wizard flag |
Slot3 | Fire Storm (8d14) | Wizard flag |
Slot4 | Ozocubu's Refrigeration (4d17) | Wizard flag |
Slot5 | Haste | Wizard flag |
Slot6 | Repel Missiles | Wizard flag |
Tips & Tricks
- The master elementalist is essentially a deep elf annihilator with the addition of Chain Lightning, Fire Storm, and Haste. An incredibly dangerous foe, but not without a few weaknesses:
- Both silence and waterlog will completely disable the elementalist's spellcasting, making the fight extremely easy.
- A tin of tremorstones, if you have high Evocations, is likely to kill in one charge.
- Going invisible or blinding the elementalist will make it less likely for spells to target you.
- Regardless, if the master elementalist gets hasted, either silence/waterlog or escape the fight immediately. You don't want to take 222+ damage per turn.
History
- Prior to 0.27, the master elementalist had the following spells: Iron Shot (3d28), Summon Air Elementals, Sticky Flame Range (3d6), Summon Water Elementals, Haste, and Blink.