Difference between revisions of "Enchanter"

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{{flavour|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 lightly enchanted weapons and armour, as well as the Corona spell and some darts, which should help them out until they can use the higher level hexes.}}
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{{flavour|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 more subtle area of [[Hexes]]. Although not as directly damaging as [[Conjurations]], high-level Hexes offer a wide range of very handy effects.
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'''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==
 
==Preferred Races==
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==Strategy==
 
==Strategy==
Their starting focus in short blades and stealth, coupled with their spell book full of debilitating hexes like [[Ensorcelled Hibernation]] and [[Confusion]], makes Enchanters well suited to a career as [[Stabbing|stabbers]], 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 [[magic resistance]] or magic immunity can cause some serious problems if you don't take them out in one hit!
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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.
  
 
[[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.
 
[[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.
  
 
==History==
 
==History==
Prior to [[0.15]], Enchanters started with some [[dart]]s and 1 level of [[Throwing]], but only 2 levels of [[Stealth]].
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*Prior to [[0.15]], Enchanters started with some [[dart]]s and 1 level of [[Throwing]], but only 2 levels of [[Stealth]].
 
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*Prior to [[0.14]], Enchanters started with only 1 level of Spellcasting.
Prior to [[0.14]], Enchanters started with only 1 level of Spellcasting.
 
  
 
{{backgrounds}}
 
{{backgrounds}}
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]

Revision as of 04:26, 24 May 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.

Enchanters start with the Corona spell 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 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 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.

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.

History

  • 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