Difference between revisions of "Enchanter"

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(Created page with "'''Enchanters''' are mages who have specialised in the more subtle area of Hexes. Although not as directly powerful as Conjurations, high-level Hexes a...")
 
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==Starting Equipment==
 
==Starting Equipment==
 
Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
*+1, +1 [[short sword]]
+
*+1, +1 [[dagger]]
*16 +1 [[dart]]s
+
*12 [[dart]]s
 
*+1 [[robe]]
 
*+1 [[robe]]
 
*[[Book of Maledictions]]
 
*[[Book of Maledictions]]
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These are adjusted by your species' [[aptitude]]s.
 
These are adjusted by your species' [[aptitude]]s.
 
*[[Short Blades]]: 1
 
*[[Short Blades]]: 1
 +
*[[Stabbing]]: 1
 
*[[Throwing]]: 1
 
*[[Throwing]]: 1
 
*[[Dodging]]: 2
 
*[[Dodging]]: 2
 
*[[Stealth]]: 2
 
*[[Stealth]]: 2
 
*[[Spellcasting]]: 1
 
*[[Spellcasting]]: 1
*[[Hexes]]: 4
+
*[[Hexes]]: 3
  
 
==Strategy==
 
==Strategy==

Revision as of 22:20, 15 January 2013

Enchanters are mages who have specialised in the more subtle area of Hexes. Although not as directly powerful as Conjurations, high-level Hexes and Charms offer a wide range of very handy effects.

Starting Equipment

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

Starting Skills

These are adjusted by your species' aptitudes.

Strategy

Enchanters begin play with the Corona spell memorized.

Their starting focus in short blades and stealth, coupled with their spell book full of debilitating hexes like Ensorcelled Hibernation and Confusion, makes Enchanters well suited to a career as stabbers, disabling anything that hears them coming with sorcery before striking with lethal results. Just be prepared to branch out, as enemies with magic immunity can cause some serious problems if you don't take them out in one hit!