Difference between revisions of "Hexslinger"

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{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}}
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'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.
  
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.
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==Preferred Races==
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[[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background.
  
 
==Starting Equipment==
 
==Starting Equipment==
 
Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
*[[javelin]]s, [[sling]], [[bow]] or [[crossbow]] of your choice
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*[[Throwing]] weapons or a +0 [[hunting sling]], [[shortbow]] or [[hand crossbow]]:
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** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).
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** Those starting with throwing weapons start with 5 javelins, and 2 [[throwing net]]s. The javelins are replaced by 4 [[large rock]]s for large races and 8 [[tomahawk]]s for small races.
 
*+0 [[robe]]
 
*+0 [[robe]]
 
*[[Book of Debilitation]]
 
*[[Book of Debilitation]]
*[[Bread ration]]
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*[[Ration]]
*50 [[gold]]
 
  
==Starting Skills==
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Arcane Marksmen start with the [[Corona]] spell memorised.
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==Starting Skills and Stats==
 
These are adjusted by your species' [[aptitude]]s.
 
These are adjusted by your species' [[aptitude]]s.
 
*[[Fighting]]: 1
 
*[[Fighting]]: 1
 
*Chosen Weapon's Skill: 2
 
*Chosen Weapon's Skill: 2
 
*[[Dodging]]: 2
 
*[[Dodging]]: 2
*[[Spellcasting]]: 2
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*[[Spellcasting]]: 1
 
*[[Hexes]]: 3
 
*[[Hexes]]: 3
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Choosing Arcane Marksman adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].
  
 
==Strategy==
 
==Strategy==
Arcane Marksmen die a lot early on no matter what you do. They're fragile and dependent on a limited ammo supply to get them through tough fights. The most effective strategy is to grab a decent melee weapon (of whatever type your species has aptitudes for) and use it in place of your ranged weapon for a while. [[Bow]]s may be the most reliable of the ranged weapon choices early on as they are easy to find ammo for early on while still doing respectable damage.
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Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The first floors of the dungeon often have extra ammunition lying around, make sure to look for it. If you're low on ammo, the most effective strategy is to use a melee weapon in easy fights, while you keep training your ranged combat skill. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.
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[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!
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Look for [[Blink]] and [[Summon Butterflies]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Deflect Missiles]] or other utility spells as well. That's really all you need to sweep through most branches; an enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].
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[[Okawaru]] is a decent choice for playing it safe since the ammo gifts will help ease the strain on you until you build up a big surplus, and eventually will gift you you a well-enchanted [[longbow]] or [[arbalest]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.
  
Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s. Always use the highest enchantment ammo first. This is because more damage = fewer shots and enchanted ammo [[mulch]]es less often. Save up all the +0 missiles you can, along with all your [[scrolls of enchant weapon]] until you can collect a stack of at least 600 missiles to enchant. Enchant them all in one go (remember to fold in already-enchanted stacks into the master pile as you go) up to at least +4, but preferably +5 or +6, even if you burn through a bunch of scrolls to do it.
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==History==
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Prior to [[0.20]], the [[book of Debilitation]] had [[Gell's Gravitas]] instead of [[Portal Projectile]].
  
[[Corona]] everything you don't overpower, preferably twice to stack the effect, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!
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Prior to [[0.17]], [[Control Teleport|teleport control]] combined with the [[blink]] spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.
  
Look for [[Blink]] combined with [[Control Teleport]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. A decent bow, a big stack of +5 or higher arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]], and [[Stealth]].
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Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.
  
[[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big stack to enchant. He might eventually give you a decent [[artifact]] [[longbow]] too, which is nice since they are relatively rare. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.
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Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.
  
==Notes==
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In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon.
In version 0.11 it will not be possible to enchant ammo using enchant weapon scrolls. Mulch rates have been decreased, and damage has been increased.
 
  
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{{backgrounds}}
 
[[Category: Backgrounds]]
 
[[Category: Backgrounds]]

Revision as of 23:21, 28 January 2019

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.

Arcane Marksmen are ranged combat specialists who complement their attacks with Hexes magic. What the Skald is to the Fighter, the Arcane Marksman is to the Hunter. Arcane Marksmen enter the Dungeon with the Corona spell in memory.

Preferred Races

Formicid, Deep Elf, Kobold, Spriggan, Troll, and Centaur are the recommended races if you pick an Arcane Marksman Background.

Starting Equipment

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

Arcane Marksmen start with the Corona spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Arcane Marksman adds 2 to your starting Strength, 5 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The first floors of the dungeon often have extra ammunition lying around, make sure to look for it. If you're low on ammo, the most effective strategy is to use a melee weapon in easy fights, while you keep training your ranged combat skill. Reserve your ammo for nastier stuff like gnolls and adders.

Corona everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. Slow often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. Inner Flame can be tricky to pull off but is very effective against groups, especially if you can combine it with Portal Projectile. Cause Fear is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!

Look for Blink and Summon Butterflies -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast Deflect Missiles or other utility spells as well. That's really all you need to sweep through most branches; an enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into Fighting, Armour/Dodging, and Stealth.

Okawaru is a decent choice for playing it safe since the ammo gifts will help ease the strain on you until you build up a big surplus, and eventually will gift you you a well-enchanted longbow or arbalest too. If you find yourself running low on ammo, dive deeper into the main Dungeon or head for the Vaults. Centaurs and yaktaurs are eager to help you reload.

History

Prior to 0.20, the book of Debilitation had Gell's Gravitas instead of Portal Projectile.

Prior to 0.17, teleport control combined with the blink spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.

Prior to 0.15, Arcane Marksmen starting with javelins didn't get any throwing nets.

Prior to 0.14, Arcane Marksmen started with 2 levels of Spellcasting.

In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon.

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