Reaver

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Revision as of 07:06, 6 March 2023 by Hordes (talk | contribs) (Strategy)
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Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
Reavers have an assortment of powerful, but highly situational, conjurations to draw upon when their skill in melee is insufficient. They start with a simple weapon of their choice and leather armour.

Reavers are warriors who learn Conjurations (destructive magic) in order to complement their deadliness in combat.

Starting Equipment

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

Starting Skills

These are adjusted by your species' aptitudes.

Available Spells

Reavers start with the Kiss of Death spell memorised.

Strategy

Reavers should be treated as melee warriors, with a little extra power from their set of spells. Their spells have a theme: limited use, but powerful.

Reavers are a flexible background. If you've found a set of plate armor, don't be afraid to rely entirely on melee for a while. If you've found a Book of Conjurations, then you have a path towards general spellcasting.

Spell Details

Kiss of Death should be thought of as a consumable, like Brigand's darts or Fighter's potion of might. It deals extreme damage for its level and ignores EV. As a cost, it drains a good chunk of your max HP (temporarily; you can gain it back by gaining experience). Training 1-2 levels of Necromancy, in addition to Conjurations, can be worth it. You should use Kiss of Death sparingly, but it can be a powerful option against early gnolls, adders, and other powerful monsters. Past D:4 or so, this spell becomes too weak to deal with dangerous threats.

Momentum Strike like Kiss of Death, is not a main source of damage. It deals relatively high damage, but if it hits, prevents you from moving for a few turns. You can only cast the spell when you are able to move, i.e., you can only get 1 strike per engagement. Position yourself in a hallway or other advantageous position before casting this spell. It a spell that increases your combat potential.

Hailstorm doesn't harm the player for using it, but with a range of 2-3, it is a very awkward spell to use. Most characters can only use hailstorm once or twice before a monster gets into melee range, following the theme of Reaver. Depending on the character and dungeon loot, it might not be worth it to train reach Hailstorm at all.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver