Difference between revisions of "Occultist"
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Revision as of 17:57, 1 February 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
occultist p | |
---|---|
HP | 29-60 |
HD | 12 |
XP | 793 |
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 | Evil Speaks Warm-blooded |
A wizard fond of illusion and treachery. They scorn the crudeness of other magicians, who hurl wild conjurations toward their foes rather than cunningly exploiting their greatest weaknesses. |
Contents
Useful Info
Occultists are spell casters who can roast you with Fireballs or banish you into the Abyss. Fortunately, they are flimsy. They can be found in late Dungeon and Depths.
Spells
Spell set I | ||
---|---|---|
Slot1 | Fireball (3d21) | Wizard flag |
Slot2 | Poison Arrow (3d19) | Wizard flag |
Slot3 | Invisibility | Wizard flag |
Slot4 | Banishment | Wizard flag |
Tips & Tricks
- Occultists can deal high damage, but they aren't too evasive, cannot see invisible, and don't have much willpower.
- Banishment requires line of fire, and can be defeated by high enough willpower of your own. Fire resistance is helpful to defend against Fireballs, too.
- A silenced or waterlogged occultist can only do weak melee attacks.