Artificer
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 finding traps, 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, Halfling, Kobold, Spriggan, Draconian, and Demonspawn are the recommended races if you pick an Artificer Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 short sword
- +0 leather armour
- Wand of enslavement (15 charges)
- Wand of flame (15 charges)
- Wand of random effects (15 charges)
- Ration
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 short sword to kill easy enemies and use wands against tough opponents. Your enslavement wand is useful for dealing with groups, for example, orc packs, early on. Your flame wand is useful for reliably killing enemies from range, albeit slowly, but 15 charges won't last long. The wand of random effects should not be written off as useless - it has the potential to haste, berserk or make enemies invisible, which means it is best used on a staircase (or behind a door if the monster cannot open doors) so that you can easily escape should something go sour. However, this wand can deal significant damage, as well as hex monsters. It will also help you conserve your more reliable flame wand charges.
Artificers can choose many paths to pursue through the game and pretty much whatever path you choose, your evocations will be a useful supplement to your damage.
History
- In 0.27, artificers will begin with a piece from Xom's chessboard instead of the removed wand of random effects. The chesspiece recharges as you gain XP, does not have any damaging effects, and targets a random monster in LOS.
- 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 |