Reaver
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.
Contents
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 weapon of choice (short sword, hand axe, spear, short sword or mace)
- +0 leather armour
Starting Skills
These are adjusted by your species' aptitudes.
- Fighting: 2
- Chosen Weapon's Skill: 3
- Dodging: 2
- Spellcasting: 2
- Conjurations: 3
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
- The reaver background will be reintroduced in 0.30, with an entirely new set of spells.
- Reaver was removed in version 0.8. This version could start with the Book of Conjurations (Ice) or Book of Conjurations (Fire).
- Ice contained Magic Dart, Throw Frost, Mephitic Cloud, Lightning Bolt, Bolt of Cold, and Freezing Cloud
- Fire contained Magic Dart, Throw Flame, Stone Arrow, Conjure Flame, Bolt of Magma, and Bolt of Fire.
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 |