Artificer
An Artificer is an Evocations specialist. Wands and rods are their tool of choice, and they bring some of these with them to the Dungeon.
Because of the limited usefulness of Evocations to a character without advanced evocable items, Artificer can be considered a challenge class, even if their survivability is far more that that of a wanderer.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 staff
- +0 leather armour
- 3 15-charge wands (wand of flame, wand of enslavement, wand of random effects)
- Bread ration
- Artificers begin with scrolls of recharging identified.
Starting Skills
These are adjusted by your species' aptitudes.
Strategy
- Although it's possible to branch away from Evocations early on, artificers who wish to focus on this skill will benefit greatly from Nemelex Xobeh, as his abilities are only affected by the Evocations skill and his deck gifts greatly expand the abilities an artificer will have access to.
- Although the game does not suggest them as a race, trolls make for an interesting alternative kind of artificer. Their innate attributes allow them to claw their way through most early-game situations, and as they ignore almost all weapons and armour, they can gain piety with Nemelex quickly. Their Evocations skill proficiency is a lousy -2, but that's standard for trolls, and selecting artificer gives you some skill right from the start. Getting a wide array of powers through a single skill is an excellent bargain for trolls.
History
- 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.