Master elementalist

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Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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master elementalist pMaster elementalist.png
HP 39-80
HD 18
XP 1303
Speed 10
AC 0
EV 13
Will 60
Attack1 8 (hit: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type human, human
Flags
Speaks
Warm-blooded
Vault
A demented wizard commanding the primal forces of the universe.

Useful Info

The master elementalist is a powerful caster with spells from all four elemental schools of magic, as well as some potent support spells. It can only be found in the "Elemental Laboratory" vault, and it will always guard a randart elemental magic spellbook, as well as an elemental magical staff or the Elemental Staff unrandart. Also, it spawns with a branded robe.

The master elementalist appears only in the Elven Halls or Depths. When this vault generates in other branches, the boss is modified to be a depth-appropriate monster wielding the Elemental Staff. In the Dungeon, you can find a deep elf pyromancer, deep elf zephyrmancer, or a tengu reaver.

Spells

Spell set I
Slot1 Lehudib's Crystal Spear (3d37) Wizard flag
Slot2 Chain Lightning (3d45) Wizard flag
Slot3 Fire Storm (8d14) Wizard flag
Slot4 Ozocubu's Refrigeration (4d17) Wizard flag
Slot5 Haste Wizard flag
Slot6 Repel Missiles Wizard flag

Tips & Tricks

  • The master elementalist is essentially a deep elf annihilator with the addition of Chain Lightning, Fire Storm, and Haste. An incredibly dangerous foe, but not without a few weaknesses:
    • Both silence and waterlog will completely disable the elementalist's spellcasting, making the fight extremely easy.
    • A tin of tremorstones, if you have high Evocations, is likely to kill in one charge.
    • Going invisible or blinding the elementalist will make it less likely for spells to target you.
  • Regardless, if the master elementalist gets hasted, either silence/waterlog or escape the fight immediately. You don't want to take 222+ damage per turn.

History