Difference between revisions of "Artificer"
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*[[Wand of iceblast]] (5 charges) | *[[Wand of iceblast]] (5 charges) | ||
− | Artificer wands will always remain the same, even if they [[alternate items|wouldn't spawn in the Dungeon]]. | + | Artificer wands will always remain the same, even if they [[alternate items|wouldn't spawn in the Dungeon]] in favor of another wand. |
==Starting Skills and Stats== | ==Starting Skills and Stats== |
Revision as of 01:50, 24 August 2022
Artificers are attuned to gadgets, mechanics and magic elicited from arcane items, as opposed to casting magic themselves. As a consequence, they enter the Dungeon with an assortment of wands. Artificers are skilled at evoking magical items, and also understand the basics of melee combat. |
An Artificer is an Evocations specialist. Wands are their tool of choice, and they bring a few with them to the Dungeon.
Preferred Races
Deep Dwarf, Kobold, Spriggan, Draconian, and Demonspawn are the recommended species if you pick an Artificer Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 club
- +0 leather armour
- Wand of charming (15 charges)
- Wand of flame (15 charges)
- Wand of iceblast (5 charges)
Artificer wands will always remain the same, even if they wouldn't spawn in the Dungeon in favor of another wand.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Fighting: 1
- Short Blades: 1
- Dodging: 2
- Stealth: 1
- Evocations: 3
Choosing Artificer adds 3 to your starting Strength, 4 to your starting Intelligence, and 5 to your starting Dexterity.
Strategy
Artificer is a versatile background. It is important to both be liberal with your wand charges and save them where possible. You should use your weapon to kill easy enemies and use wands against tough opponents.
Your charming wand is useful for dealing with groups (such as orc bands or swarms of killer bees) early on. Your flame wand is useful for reliably (albeit slowly) killing enemies from range, particularly if they're standing in or near water, but 15 charges won't last long. Iceblast is an incredibly strong wand simply for the fact that it never misses.
Artificers can choose many paths to pursue through the game; pretty much whatever path you choose, your evocations will be a useful supplement to your main skills.
History
- In 0.29, Artificers recieved 5 charges of iceblast in exchange for their piece from Xom's chessboard (which was moved to Chaos Knight).
- Prior to 0.27, artificers began with the removed wand of random effects instead of the randomly-targeted piece from Xom's chessboard.
- Prior to 0.14, artificers began with scrolls of recharging identified.
- Prior to 0.10, artificers could start off the game with a +0 leather armour, a bread ration, and either a rod of Striking (8 charges) or their choice of a wand from Magic Darts, Frost, Flame, Confusion, or Enslavement (15 charges each). If they chose a wand, they also started with a wand of random effects (15 charges). If they chose a non-damaging device (wand of enslavement or wand of confusion), they started with a +0,+0 dagger.
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 |