Earth Elementalist
Earth Elementalists know the Sandblast spell, and carry stones to fuel the spell. More earthen spells are in their set of starting spells. |
Earth Elementalists are mages with a preference for Earth Magic.
Contents
Preferred Races
Deep Elf, Deep Dwarf, Spriggan, Gargoyle, Demigod, Ghoul and Octopode are the recommended races if you pick an Earth Elementalist Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
Available Spells:
Earth elementalists start with the Sandblast spell already memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Transmutations: 1
- Earth Magic: 3
Choosing Earth Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
An Earth Elementalist's bread and butter consists of two fairly standard damage spells. They have standard beam targeting, aren't countered by a specific resistance, and are perfectly serviceable in the damage department. But what differentiates EE from a more boombastic school, like Fire Elementalist, is a small but useful variety of utility spells. This trend continues with Earth Magic as a whole; Iron Shot deals good (if slightly inaccurate) damage to any enemy, while utility spells include Borgnjor's Vile Clutch and Statue Form.
Spell Details
Sandblast is your level 1 spell. It deals more damage than most level 1 spells, in exchange for its low range. It shines against enemies with low AC, such as ogres or even hydras. In exchange, Sandblast requires a stone for every casting, consuming it in the process. You only start with 30 stones, and you have to make these last until either you reach XL 3 or you find more stones on the floor.
At level 3, you gain Stone Arrow, a very competent damage spell. It's nothing special, though can't be resisted. Ironically, the level 3 spell has to compete a lot with Sandblast. The latter is much more MP efficient, while dealing similar damage/turn to foes without high AC. Regardless, Stone Arrow works just fine.
Petrify offers an entirely different kind of spell for EE, being very similar to Hexes. After a few turns, your opponent will be unable to act. Petrify can provide an entirely different playstyle - one of stabbing - and it can work for a while in the stead of more conventionally offensive spells.
It's often easy to forget that Passwall exists, but it can be a lifesaver in quite a few situations. It takes a few turns to act, but you'll pass through walls, to the other side. It remains useful in various niches for most of the game, including the orb run.
Tips & Tricks
- Use melee and throwables such as boomerangs against weak monsters in order conserve your stones.
- You can often find daggers and whips with useful brands on them in the early dungeon. These and hunting slings are effective and easy to use even without any relevant weapon skill. Just don't throw rocks without a sling.
- You can create passwall-able corridors with a wand of digging, for future use.
History
- Prior to 0.27, Earth Elementalists started with the Book of Geomancy, and had Lee's Rapid Deconstruction.
- Prior to 0.19, Earth Elementalists started with 20 stones instead of 30. The increase was to compensate for the fact that sandblast now requires a stone for every cast.
- Prior to 0.14, Earth Elementalists only started with 1 level of Spellcasting.
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 |