Difference between revisions of "Fire Elementalist"
(→Strategy) |
m (→History) |
||
Line 40: | Line 40: | ||
==History== | ==History== | ||
*Prior to [[0.28]], Fire Elmentalists started with [[Sticky Flame]] and [[Fireball]] instead of [[Scorch]] and [[Flame Wave]]. | *Prior to [[0.28]], Fire Elmentalists started with [[Sticky Flame]] and [[Fireball]] instead of [[Scorch]] and [[Flame Wave]]. | ||
− | *Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]] | + | *Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]]; FE's spells were unaffected. |
*Prior to [[0.25]], Fire Elementalists started with [[Flame Tongue]] instead of [[Foxfire]] and had [[Throw Flame]]. | *Prior to [[0.25]], Fire Elementalists started with [[Flame Tongue]] instead of [[Foxfire]] and had [[Throw Flame]]. | ||
*Prior to [[0.14]], Fire Elementalists only started with 1 level of Spellcasting. | *Prior to [[0.14]], Fire Elementalists only started with 1 level of Spellcasting. |
Revision as of 23:40, 20 March 2022
Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction. |
Fire Elementalists are mages who have specialized in Fire Magic. This sets them up for greater destructive power than most spellcasters, particularly in the realm of Conjurations, but leaves them without any sort of support or defensive magic in the early game.
Preferred Races
Hill Orc, Gargoyle, Tengu, Deep Elf, Demigod, and Naga are the recommended races if you pick a Fire Elementalist Background.
Starting Equipment
- +0 robe
Available Spells:
Fire elementalists start with the Foxfire spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Conjurations: 1
- Fire Magic: 3
Choosing Fire Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
Fire elementalists struggle slightly at XL 1, due to the finicky nature of Foxfire. While Foxfire has perfect accuracy and fair damage, it requires an open space for Foxfires to traverse through. Beware of hallways! Scorch is easier to use, but has its own quirks: namely, random targetting and being limited to 3 range. However, Scorch also has perfect accuracy and makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.
The level 3 spells can also be difficult to use: Conjure Flame, while it can provide a useful defensive barrier or an effective source of damage to anything willing to walk into the flames, requires either enough room for the flames to properly catch before something can smother them, or a willingness on the caster's part to set themselves on fire. Inner Flame, meanwhile, can easily result in YASD if the caster doesn't make sure to leave room between themself and any impending explosions. Both these spells do have uses; see their respective pages for more detaiils.
Finally, Flame Wave is a respectfully damaging and MP-efficent spell, especially when you first get it. But don't get too greedy trying to use its inital one-range.
As many Fire spells are also Conjurations, it may be worthwhile to focus on training that skill in order to have more spell options later on.
History
- Prior to 0.28, Fire Elmentalists started with Sticky Flame and Fireball instead of Scorch and Flame Wave.
- Prior to 0.27, Fire Elementalists started with the Book of Flames; FE's spells were unaffected.
- Prior to 0.25, Fire Elementalists started with Flame Tongue instead of Foxfire and had Throw Flame.
- Prior to 0.14, Fire Elementalists only started with 1 level of Spellcasting.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |