Difference between revisions of "Ice Elementalist"

From CrawlWiki
Jump to: navigation, search
m (Spell Details)
m (Strategy)
Line 27: Line 27:
  
 
==Strategy==
 
==Strategy==
Ice Elementalists are a fairly consistent choice; all three offensive spells simply can't miss. Ice damage still deals great damage, and freezes [[cold-blooded]] monsters like [[list of reptiles and amphibians|reptiles]] in the process. However, several kinds of enemies resist cold - early examples include the [[undead]] and [[ice beast]]s.
+
Ice Elementalists are a fairly consistent choice; all three offensive spells simply can't miss. Ice damage doesn't slouch for damage, and freezes [[cold-blooded]] monsters like [[list of reptiles and amphibians|reptiles]] in the process. However, several kinds of enemies resist cold - early examples include the [[undead]] and [[ice beast]]s.
  
 
===Spell Details===
 
===Spell Details===

Revision as of 06:15, 23 March 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Ice Elementalists begin with the Freeze spell. The spells in their starting library are quite versatile.

Preferred Races

Merfolk, Gargoyle, Draconian, Djinni, Demigod, and Naga are the recommended races if you pick an Ice Elementalist Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells

Ice elementalists start with the Freeze spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Ice Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Ice Elementalists are a fairly consistent choice; all three offensive spells simply can't miss. Ice damage doesn't slouch for damage, and freezes cold-blooded monsters like reptiles in the process. However, several kinds of enemies resist cold - early examples include the undead and ice beasts.

Spell Details

  • Freeze is a powerful level 1 attack spell. It deals average damage, but ignores both AC and EV to always hit. You can use whatever throwables or Slings you find in order to compensate for its 1-tile range.
  • Frozen Ramparts is a very strong spell, especially in hallways. It deals strong and guaranteed AOE damage, as long as you can survive a few hits without moving. The spell requires walls to function, but those are in abundance throughout the Dungeon (and even Lair).
  • Hailstorm deals respectable, partially irresistible damage to enemies outside the range of Freeze. It is most effective if you can catch multiple creatures at once, but is no less potent against a single target if you can manage to keep them in range. Learning Iskenderun's Mystic Blast or Swiftness can help with that.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver