Difference between revisions of "Fire Elementalist"

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{{flavour|Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction.}}
 
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.
 
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.
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==Preferred Species==
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[[Hill Orc]], [[Gargoyle]], [[Tengu]], [[Deep Elf]], [[Demigod]], [[Naga]], and [[Djinni]] are the recommended species if you pick a Fire Elementalist Background.
  
 
==Starting Equipment==
 
==Starting Equipment==
Some [[species]] may receive different items based on their unique restrictions.
 
 
*+0 [[robe]]
 
*+0 [[robe]]
*[[Book of Flames]]
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*[[Potion of magic]]
*[[Bread ration]]
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*20 [[gold]]
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'''Available Spells:'''
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*[[Foxfire]]
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*[[Scorch]]
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*[[Volatile Blastmotes]]
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*[[Inner Flame]]
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*[[Flame Wave]]
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Fire elementalists start with the [[Foxfire]] spell memorised.
  
==Starting Skills==
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==Starting Skills and Stats==
 
These are adjusted by your species' [[aptitude]]s.
 
These are adjusted by your species' [[aptitude]]s.
 
*[[Dodging]]: 2
 
*[[Dodging]]: 2
 
*[[Stealth]]: 2
 
*[[Stealth]]: 2
*[[Spellcasting]]: 1
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*[[Spellcasting]]: 2
 
*[[Conjurations]]: 1
 
*[[Conjurations]]: 1
 
*[[Fire Magic]]: 3
 
*[[Fire Magic]]: 3
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Choosing Fire Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].
  
 
==Strategy==
 
==Strategy==
As with other elemental mages, remember that building up your Fire Magic will make it harder to develop the opposing [[element]]al magic skill (in this case, [[Ice Magic]]).
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Fire Elementalists are particularly destructive magicians; only [[Conjurer]]s have a comparable set of damaging spells. All 3 of FE's direct damage spells are on the stronger side, and can never be [[ev]]aded - which contributes more to damage than you'd think.
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As most Fire spells are also [[Conjuration]]s, it may be worthwhile to focus on training that skill (over Fire Magic) in order to have more spell options later on.
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===Spell Details===
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Fire Elementalists struggle slightly at XL 1, due to the finicky nature of [[Foxfire]]. While Foxfire has perfect accuracy and strong damage, it requires open tiles to create and traverse through. Beware of hallways! In a pinch, you can stand in the corner of a hallway, opening up a diagonal to allow foxfires behind you to pass. [[Scorch]] is easier to use, but has its own quirks: it is limited to 3 range and targets randomly. However, Scorch also makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.
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The level 3 spells can also be difficult to use. [[Volatile Blastmotes]] and [[Inner Flame]] both do good damage, but can harm the user if they are not careful. See their respective pages for more details.
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Finally, [[Flame Wave]] deals great damage to every foe in the surrounding area, especially for a level 4 spell. Flame Wave can be channeled; able to be cast twice more with a greater range for only 1 MP. However, don't get too greedy; Flame Wave has a small radius, and nearby monsters might be able to tear you apart.
  
See the [[Book of Flames]] for starting spellbook tips.
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==History==
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*In [[0.30]], [[Conjure Flame]] was replaced with [[Volatile Blastmotes]].
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*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].
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*Prior to [[0.28]], Fire Elmentalists started with [[Sticky Flame]] and [[Fireball]] instead of [[Scorch]] and [[Flame Wave]].
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*Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]]; FE's spells were unaffected.
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*Prior to [[0.25]], Fire Elementalists started with [[Flame Tongue]] instead of [[Foxfire]] and had [[Throw Flame]].
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*Prior to [[0.14]], Fire Elementalists only started with 1 level of Spellcasting.
  
See the following guides for more information:
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{{backgrounds}}
*[[Mr. K's Deep Elf Fire Elementalist guide]]
 
*[[Elynae's Fire Elementalist guide]]
 
  
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]
[[Category:Crystal Ball Articles]] <!-- 0.14: spellcasting=2 -->
 

Latest revision as of 00:01, 13 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction.

Fire Elementalists are mages who have specialized in Fire Magic. This sets them up for greater destructive power than most spellcasters, particularly in the realm of Conjurations, but leaves them without any sort of support or defensive magic in the early game.

Preferred Species

Hill Orc, Gargoyle, Tengu, Deep Elf, Demigod, Naga, and Djinni are the recommended species if you pick a Fire Elementalist Background.

Starting Equipment

Available Spells:

Fire elementalists start with the Foxfire spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Fire Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Fire Elementalists are particularly destructive magicians; only Conjurers have a comparable set of damaging spells. All 3 of FE's direct damage spells are on the stronger side, and can never be evaded - which contributes more to damage than you'd think.

As most Fire spells are also Conjurations, it may be worthwhile to focus on training that skill (over Fire Magic) in order to have more spell options later on.

Spell Details

Fire Elementalists struggle slightly at XL 1, due to the finicky nature of Foxfire. While Foxfire has perfect accuracy and strong damage, it requires open tiles to create and traverse through. Beware of hallways! In a pinch, you can stand in the corner of a hallway, opening up a diagonal to allow foxfires behind you to pass. Scorch is easier to use, but has its own quirks: it is limited to 3 range and targets randomly. However, Scorch also makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.

The level 3 spells can also be difficult to use. Volatile Blastmotes and Inner Flame both do good damage, but can harm the user if they are not careful. See their respective pages for more details.

Finally, Flame Wave deals great damage to every foe in the surrounding area, especially for a level 4 spell. Flame Wave can be channeled; able to be cast twice more with a greater range for only 1 MP. However, don't get too greedy; Flame Wave has a small radius, and nearby monsters might be able to tear you apart.

History

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