Difference between revisions of "Cinder Acolyte"

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(overuse of parenthesis, imo)
(Strategy)
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==Strategy==
 
==Strategy==
Cinder Acolytes revolve around Ignis, who grants immediate, but limited, divine favor. Ignis provides abilities that are very strong in the early game; those should be enough to bail you out of most any situation before and even during [[Lair]]. Using them will eventually burn your god out. Even if you don't, Ignis' abilities won't scale into the midgame. Deciding when to switch gods, if at all, is very important for a prospective Cinder Acolyte.
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Cinder Acolytes revolve around Ignis, who grants immediate, but limited, divine favor. Ignis provides abilities that are very strong in the early game; those should be enough to bail you out of most any situation before and even during [[Lair]]. But using them will eventually burn your god out. Even if you don't, Ignis' abilities won't scale as you progress. Deciding when to switch gods, if at all, is very important for a prospective Cinder Acolyte.
  
Similarlly, wise and liberal use of Ignis' powers will prove to be fruitful. No longer do out-of-depth [[ogre]]s scare you; they'll be blasted by a Foxfire Swarm. Slightly less tough enemies can be dealt with the cheaper Fiery Armour. And Rising Flame is one of the best panic tools in the game, able to escape most any situation in 2-4 turns -- but only once.  
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Wise and liberal use of Ignis' powers will prove to be fruitful. No longer do out-of-depth [[ogre]]s scare you; they'll be blasted by a Foxfire Swarm. Slightly less tough enemies can be dealt with the cheaper Fiery Armour. And Rising Flame is one of the best panic tools in the game, able to escape most any situation in 2-4 turns -- but only once.  
  
 
Cinder Acolytes begin the game with both a flaming weapon and Scorch. The former, while somewhat inaccurate, will deal serviceable damage in melee. The latter will always hit and deals respectable damage even without training any more Fire Magic. However, training (much) more magic is ill-advised until you get access to more spells.
 
Cinder Acolytes begin the game with both a flaming weapon and Scorch. The former, while somewhat inaccurate, will deal serviceable damage in melee. The latter will always hit and deals respectable damage even without training any more Fire Magic. However, training (much) more magic is ill-advised until you get access to more spells.

Revision as of 10:41, 15 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Cinder Acolytes serve Ignis, the Dying Flame, who grants them incredible power over fire... but there is only so much fire left to draw on, and once it burns out, acolytes may need to abandon Ignis. They start with a robe, a choice of flaming weapons, and the spell Scorch.

Cinder Acolytes are warrior-mages who worship Ignis, a god who will eventually burn out.

Preferred Races

Hill Orc, Gnoll, Draconian, Djinni, and Ogre are the recommended races if you pick a Cinder Acolyte Background.

Racial Restrictions

Demigods cannot be Cinder Acolytes, as they cannot worship Ignis (or any other god).

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 Cinder Acolyte adds 6 to your starting Strength and Intelligence.

Cinder Acolytes start with 150 piety.

Strategy

Cinder Acolytes revolve around Ignis, who grants immediate, but limited, divine favor. Ignis provides abilities that are very strong in the early game; those should be enough to bail you out of most any situation before and even during Lair. But using them will eventually burn your god out. Even if you don't, Ignis' abilities won't scale as you progress. Deciding when to switch gods, if at all, is very important for a prospective Cinder Acolyte.

Wise and liberal use of Ignis' powers will prove to be fruitful. No longer do out-of-depth ogres scare you; they'll be blasted by a Foxfire Swarm. Slightly less tough enemies can be dealt with the cheaper Fiery Armour. And Rising Flame is one of the best panic tools in the game, able to escape most any situation in 2-4 turns -- but only once.

Cinder Acolytes begin the game with both a flaming weapon and Scorch. The former, while somewhat inaccurate, will deal serviceable damage in melee. The latter will always hit and deals respectable damage even without training any more Fire Magic. However, training (much) more magic is ill-advised until you get access to more spells.

History

  • Cinder Acolytes will be introduced in 0.28.
Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver