Difference between revisions of "Skald"

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(updated to 0.13)
(Rewrote for 0.13)
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==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 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]] or [[mace]])
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*+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])
 
*+0 [[leather armour]]
 
*+0 [[leather armour]]
*[[Book of War Chants]]
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*[[Book of Battle]]
 
*[[Bread ration]]
 
*[[Bread ration]]
 
*20 [[gold]]
 
*20 [[gold]]
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==Strategy==
 
==Strategy==
[[Merfolk]] and [[High Elves]] are the best choices for race, as they have good aptitudes in all the right places.  A good [[god]] would be either [[Sif Muna]] for advanced spells, or [[Okawaru]] for armour and weapon [[piety#gift|gift]]s as well as combat powers. [[Vampires]], though not recommended by the game, are another good choice, given their good Charms aptitude and the undead resistances granted to low-blood vampires. Vampires also might want to look into Kiku for both Necromancy and later on as a source of blood for endgame branches.
+
Although useful, the spells in your starting book should be used with care. [[Infusion]] is an excellent spell for taking out early unarmoured threats such as [[adder]]s, [[gnoll]]s, and [[ogre (monster)|ogres]] quickly, but don't expect it to have much effect against armoured opponents. [[Shroud of Golubria]] is a useful defensive spell to keep up whenever you enter into dangerous melee, but be careful not to overuse Infusion and find yourself suddenly out of [[MP]]. [[Song of Slaying]] can add significant bonuses to your combat performance, but be aware that it's a very loud spell; you'll be generating enough [[noise]] that enemy reinforcements will be likely to show up from unexplored parts of the floor.
  
Every spell from your starting book is worth memorizing. Learn [[Freezing Aura]] first, as it will take down [[imp]]s and slows down reptiles of all kinds, including rough enemies like [[spiny frog]]s and [[alligator]]s. Follow it up with [[Poison Weapon]] which, carefully used, can easily take out heavy-hitting early/mid-game monsters such as ogres and orc warriors. Use [[Repel Missiles]] for [[centaur (monster)|centaurs]], [[Fire Brand]] for [[hydra]]s, and [[Regeneration]] for general tough spots.  [[Shroud of Golubria]] can be quite useful, although one must remember to cast it before battle.
+
Once it becomes available, [[Spectral Weapon]] gives an immense boost to your attack power, nearly doubling your damage output. This is particularly useful for [[polearms]]-wielders; you can keep the vulnerable spectral weapon safely behind you while you both get to attack. [[Regeneration]] is also tremendously useful; faster [[HP]] regeneration greatly increases your survival rate and is absolutely worth using if you aren't worshiping a [[good god]].
  
Other good spells are [[Mephitic Cloud]], [[Silence]], [[Tukima's Dance]], [[Blink]], [[Airstrike]], and at higher levels, [[Deflect Missiles]] and [[Haste]]. If you find [[Haste]] and have sufficient food, do not be afraid to rely on it - it is what this role was built for, even if the spell itself no longer appears in its starting book. If you find a [[scroll of vorpalise weapon]], it is likely best to put a [[freezing]] brand on your primary weapon: it does extra damage against most monsters, and slows down some particularly nasty ones.
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[[Merfolk]] are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. [[High elves]] and [[vampire]]s also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[Vehumet]] (supports offensive magic skills that you simply won't have enough [[experience]] to train too heavily alongside your combat skills), [[Okawaru]] (simple, straightforward combat boosts that require minimal [[Invocations]] training, and the weapon and armour gifts are always appreciated), or [[Kiku]] (allows you to branch into [[Necromancy]], particularly useful to vampires for blood on demand), but the only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than Trog) and [[the Shining One]] (forbids Regeneration and works badly with Spectral Weapon).
 +
 
 +
Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. [[Repel Missiles]] and [[Swiftness]] are both tremendously helpful if you don't mind dabbling in [[Air Magic]]. [[Freezing Aura]], [[Fire Brand]], or other temporary weapon brand spells will magnify your damage in a much more useful and cost-effective way than Infusion (though they do stack if you feel like burning all your MP to help something die just a little faster). [[Ozocubu's Armour]] is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. In the mid-game, consider getting [[Haste]] online as quickly as possible; it may burn through your food supply a bit, but it's one of the best spells in the game and one of the main attractions of the Charms school of magic.
  
 
==History==
 
==History==
From [[0.13]] on Skalds start with a +1 weapon (falchion choosable) and the [[Book of Battle]] instead of the [[Book of War Chants]].
+
Prior to [[0.13]], skalds started with +0 weapons, a [[book of War Chants]], and couldn't select falchions.
  
Prior to [[0.9]], Skalds were known as '''Crusaders'''.
+
Prior to [[0.9]], skalds were known as '''crusaders'''.
  
Prior to [[0.8]], Crusaders used the [[Enchantments]] school of magic.
+
Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.
  
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]
<!-- add falchions -->
 

Revision as of 13:52, 31 October 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.

Skald are warriors who use Charms magic to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional Fighters.

Starting Equipment

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

Starting Skills

These are adjusted by your species' aptitudes.

Strategy

Although useful, the spells in your starting book should be used with care. Infusion is an excellent spell for taking out early unarmoured threats such as adders, gnolls, and ogres quickly, but don't expect it to have much effect against armoured opponents. Shroud of Golubria is a useful defensive spell to keep up whenever you enter into dangerous melee, but be careful not to overuse Infusion and find yourself suddenly out of MP. Song of Slaying can add significant bonuses to your combat performance, but be aware that it's a very loud spell; you'll be generating enough noise that enemy reinforcements will be likely to show up from unexplored parts of the floor.

Once it becomes available, Spectral Weapon gives an immense boost to your attack power, nearly doubling your damage output. This is particularly useful for polearms-wielders; you can keep the vulnerable spectral weapon safely behind you while you both get to attack. Regeneration is also tremendously useful; faster HP regeneration greatly increases your survival rate and is absolutely worth using if you aren't worshiping a good god.

Merfolk are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. High elves and vampires also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky stealth play supplemented by magically enhanced melee. Solid god selections include Vehumet (supports offensive magic skills that you simply won't have enough experience to train too heavily alongside your combat skills), Okawaru (simple, straightforward combat boosts that require minimal Invocations training, and the weapon and armour gifts are always appreciated), or Kiku (allows you to branch into Necromancy, particularly useful to vampires for blood on demand), but the only gods not recommended are Trog (if you want to play a magic-free character, there are much better choices than Trog) and the Shining One (forbids Regeneration and works badly with Spectral Weapon).

Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. Repel Missiles and Swiftness are both tremendously helpful if you don't mind dabbling in Air Magic. Freezing Aura, Fire Brand, or other temporary weapon brand spells will magnify your damage in a much more useful and cost-effective way than Infusion (though they do stack if you feel like burning all your MP to help something die just a little faster). Ozocubu's Armour is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. In the mid-game, consider getting Haste online as quickly as possible; it may burn through your food supply a bit, but it's one of the best spells in the game and one of the main attractions of the Charms school of magic.

History

Prior to 0.13, skalds started with +0 weapons, a book of War Chants, and couldn't select falchions.

Prior to 0.9, skalds were known as crusaders.

Prior to 0.8, crusaders used the Enchantments school of magic.