Difference between revisions of "Artificer"

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{{flavour|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. They also have some prior experience with scrolls of recharging.}}
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{{flavour|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 also understand the basics of melee combat.}}
An '''Artificer''' is an [[Evocations]] specialist. [[Wands]] and [[rods]] are their tool of choice, and they bring some of the former with them to the [[Dungeon]].
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An '''Artificer''' is an [[Evocations]] specialist. [[Wands]] are their tool of choice, and they bring a few with them to the [[Dungeon]].
 
 
Because of the limited usefulness of Evocations to a character without advanced evocable items, Artificer can be considered a challenge class, even if their survivability is far more that that of a [[wanderer]].
 
  
 
==Preferred Races==
 
==Preferred Races==
[[Deep Dwarf]], [[Halfling]], [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended races if you pick an Artificer Background.
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[[Deep Dwarf]], [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer 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.
*+0 [[short sword]]
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*+0 [[club]]
 
*+0 [[leather armour]]
 
*+0 [[leather armour]]
*3 15-charge wands ([[wand of flame]], [[wand of enslavement]], [[wand of random effects]])
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*[[Wand of charming]] (15 charges)
*[[Bread ration]]
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*[[Wand of flame]] (15 charges)
*Artificers begin with [[scrolls of recharging]] identified.
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*[[Piece from Xom's chessboard]] (15 charges, rechargeable)
  
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
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*[[Evocations]]: 3
 
*[[Evocations]]: 3
  
Choosing Artificer adds 3 to your starting [[Strength]], 4 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].
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Choosing Artificer adds 3 to your starting [[Strength]], 4 to your starting [[Intelligence]], and 5 to your starting [[Dexterity]].
  
 
==Strategy==
 
==Strategy==
*Although it's possible to branch away from Evocations early on, artificers who wish to focus on this skill will benefit greatly from [[Nemelex Xobeh]], as his abilities are only affected by the Evocations skill and his deck gifts greatly expand the abilities an artificer will have access to.
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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 weapon to kill easy enemies and use wands against tough opponents.
*Although the game does not suggest them as a race, [[troll]]s make for an interesting alternative kind of artificer. Their innate attributes allow them to claw their way through most early-game situations, and as they ignore almost all weapons and armour, they can gain [[piety]] with Nemelex quickly. Their Evocations skill proficiency is a lousy -2, but that's standard for trolls, and selecting artificer gives you some skill right from the start. Getting a wide array of powers through a single skill is an excellent bargain for trolls.
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Your charming wand is useful for dealing with groups (such as [[orc]] bands or swarms of [[killer bee]]s) early on. Your flame wand is useful for reliably (albeit slowly) killing enemies from range, particularly if they're standing in or near [[water]], but 15 charges won't last long.
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The piece from Xom's chessboard should not be written off as useless - it has the potential to [[haste]], [[berserk]], or turn enemies [[invisible]], which means it is best used on a staircase (or behind a door, if the monster cannot open them) so that you can easily escape should something go sour. However, it can hex troublesome monsters, and help conserve your more reliable wand charges. Due to its random targeting, Xom's chesspiece is best used in fights against a single monster.
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Artificers can choose many paths to pursue through the game; pretty much whatever path you choose, your evocations will be a useful supplement to your main skills.
  
 
==History==
 
==History==
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*Prior to [[0.27]], artificers began with the removed [[wand of random effects]] instead of the randomly-targeted [[piece from Xom's chessboard]].
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*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.
 
*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}}
 
{{backgrounds}}
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[[Category:Backgrounds]]
 
[[Category:Backgrounds]]

Revision as of 22:52, 1 March 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
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 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, Kobold, Spriggan, Draconian, and Demonspawn are the recommended species if you pick an Artificer Background.

Starting Equipment

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

Starting Skills and Stats

These are adjusted by your species' aptitudes.

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 weapon to kill easy enemies and use wands against tough opponents.

Your charming wand is useful for dealing with groups (such as orc bands or swarms of killer bees) early on. Your flame wand is useful for reliably (albeit slowly) killing enemies from range, particularly if they're standing in or near water, but 15 charges won't last long.

The piece from Xom's chessboard should not be written off as useless - it has the potential to haste, berserk, or turn enemies invisible, which means it is best used on a staircase (or behind a door, if the monster cannot open them) so that you can easily escape should something go sour. However, it can hex troublesome monsters, and help conserve your more reliable wand charges. Due to its random targeting, Xom's chesspiece is best used in fights against a single monster.

Artificers can choose many paths to pursue through the game; pretty much whatever path you choose, your evocations will be a useful supplement to your main skills.

History

  • Prior to 0.27, artificers began with the removed wand of random effects instead of the randomly-targeted piece from Xom's chessboard.
  • 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 FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver