Difference between revisions of "Conjurer"

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{{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.}}
 
{{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.
 
'''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.
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*[[Magic Dart]]
 
*[[Magic Dart]]
 
*[[Searing Ray]]
 
*[[Searing Ray]]
*[[Dazzling Flash]]
 
 
*[[Fulminant Prism]]
 
*[[Fulminant Prism]]
 
*[[Iskenderun's Mystic Blast]]
 
*[[Iskenderun's Mystic Blast]]
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==Strategy==
 
==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 Venom Mages.
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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.
 
The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them.
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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.
 
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.
  
Cj provides a few ways to branch into [[Hexes]]. [[Dazzling Flash]] [[blind]]s nearby enemies, significantly reducing their ability to fight or track you. [[Fulminant Prism]] can deal heavy damage to multiple enemies at a greater distance. Putting a prism one space ahead, but out of the way of, a (normal speed) monster insures that you escape and they get hurt. Though both of them are pretty good spells on their own, with Prism being your highest level damage spell.
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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]] deals damage to multiple enemies at once, shoving monsters out of melee (or staircase) range. The spell requires yet another skill, into [[Translocations]] this time. Surrounded? Say no more; it's just as potent as, and more reliable than, [[Blink]] for this purpose.  You'll likely want the other spells up first; IMB isn't the best at dealing damage, and bad situations can be avoided with careful play.
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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==
{{CBA|0.31|Conjurers will no longer start with [[Dazzling Flash]] in their library.}}
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*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]].
 
*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 [[0.27]], Conjurers started with the [[Book of Conjurations]], which had the spells Conjurers do now.

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