Difference between revisions of "Enchanter"

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m (Starting Equipment: Rations are no more)
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*+1 [[dagger]]
 
*+1 [[dagger]]
 
*+1 [[robe]]
 
*+1 [[robe]]
*[[Book of Maledictions]]
 
  
Enchanters start with the [[Corona]] spell memorised.
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'''Available Spells:'''
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*[[Corona]]
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*[[Ensorcelled Hibernation]]
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*[[Confusing Touch]]
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*[[Tukima's Dance]]
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*[[Dazzling Flash]]
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Enchanters start with the [[Corona]] spell already memorised.
  
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
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==Strategy==
 
==Strategy==
An Enchanter's starting focus is in short blades and stealth, coupled with a spell book full of debilitating hexes like [[Ensorcelled Hibernation]] and [[Confusing Touch]]. This makes them well suited to a career as a [[Stabbing|stabber]], disabling anything that hears them coming with sorcery before striking with lethal results. While there are some devastating Hexes spells available to late-game characters, be prepared to branch out at least a little, as enemies with high [[willpower]] can cause serious problems if you can't take them out in one hit.
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An Enchanter's inital focus is in [[Short Blades]] and [[Stealth]]. They have a rough time at XL 1, but as soon as they get access to extremely debilitating hexes in [[Ensorcelled Hibernation]] and [[Confusing Touch]], they become excellent [[Stabbing|stabber]]s. While there are some devastating Hexes spells available to late-game characters, be prepared to branch out at least a little, as enemies with high [[willpower]] can cause serious problems if you can't take them out in one hit.
  
[[XL]] 1 is especially difficult for an enchanter, because you are reliant on a very low damage dagger and [[Corona]] to kill enemies if they wake up. Once you reach XL 2 and can memorise [[Ensorcelled Hibernation]], you become much more able to deal with enemies.
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While outshined by their other spells, [[Tukima's Dance]] allows you to take advantage of otherwise tough, weapon wielding enemies like [[Ogres]] and [[Orc Warlords]].  
  
 
==History==
 
==History==
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*In [[0.27]], Enchanters will no longer be tied to the [[Book of Maledictions]], keeping all the same spells.
 
*Prior to [[0.15]], Enchanters started with some [[dart]]s and 1 level of [[Throwing]], but only 2 levels of [[Stealth]].
 
*Prior to [[0.15]], Enchanters started with some [[dart]]s and 1 level of [[Throwing]], but only 2 levels of [[Stealth]].
 
*Prior to [[0.14]], Enchanters started with only 1 level of Spellcasting.
 
*Prior to [[0.14]], Enchanters started with only 1 level of Spellcasting.

Revision as of 23:18, 11 July 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
The Enchanter specialises in the subtle art of hexes. Instead of directly damaging foes, hexes disable and debilitate them, allowing the Enchanter to finish the helpless creatures in combat. The Enchanter begins with a lightly enchanted dagger, a robe, and the Book of Maledictions.

Enchanters are mages who have specialised in the subtle art of Hexes. Although not as directly damaging as Conjurations or the elements, high-level Hexes offer a wide array of very handy effects.

Preferred Races

Deep Elf, Felid, Kobold, Spriggan, Naga, and Vampire are the recommended races if you pick an Enchanter Background.

Starting Equipment

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

Available Spells:

Enchanters start with the Corona spell already memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Enchanter adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

An Enchanter's inital focus is in Short Blades and Stealth. They have a rough time at XL 1, but as soon as they get access to extremely debilitating hexes in Ensorcelled Hibernation and Confusing Touch, they become excellent stabbers. While there are some devastating Hexes spells available to late-game characters, be prepared to branch out at least a little, as enemies with high willpower can cause serious problems if you can't take them out in one hit.

While outshined by their other spells, Tukima's Dance allows you to take advantage of otherwise tough, weapon wielding enemies like Ogres and Orc Warlords.

History

  • In 0.27, Enchanters will no longer be tied to the Book of Maledictions, keeping all the same spells.
  • Prior to 0.15, Enchanters started with some darts and 1 level of Throwing, but only 2 levels of Stealth.
  • Prior to 0.14, Enchanters started with only 1 level of Spellcasting.
Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver