Difference between revisions of "Skald"

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'''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 [[Fighter]]s.
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{{flavour|Formidable warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they originate, these spells and formulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.}}
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'''Skald''' are warriors who use magical [[Charms]] to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional [[Fighter]]s.
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==Preferred Races==
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[[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.
  
 
==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]], or [[unarmed]])
 
*+0 [[leather armour]]
 
*+0 [[leather armour]]
*[[Book of War Chants]]
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*[[Book of Battle]]
*[[Bread ration]]
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*[[Ration]]
*20 [[gold]]
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Skalds start with the [[Infusion]] spell memorised.
  
 
==Starting Skills==
 
==Starting Skills==
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*Chosen Weapon's Skill: 2
 
*Chosen Weapon's Skill: 2
 
*[[Armour]]: 1
 
*[[Armour]]: 1
*[[Dodging]]: 1
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*[[Dodging]]: 2
 
*[[Spellcasting]]: 2
 
*[[Spellcasting]]: 2
 
*[[Charms]]: 3
 
*[[Charms]]: 3
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Choosing Skald adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].
  
 
==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.
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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.
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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. [[Ozocubu's Armour]], meanwhile, grants you a significant boost to [[AC]], though it only functions if you're wearing [[leather armour]] or lighter.
  
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. [[Vampire]]s also work well in this role, given their solid aptitudes toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[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]] and eventually [[Excruciating Wounds]]). The only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than skald) and [[the Shining One]] (works badly with Spectral Weapon).
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Keep an eye out for books with further Charms spells, as there are a few other useful spells available. [[Swiftness]] will provide an escape option with almost no training in [[Air Magic]]. For those who are interested in heavily investing in a different school of magic, [[Ring of Flames]] provides a great deal of offensive support for [[Fire Magic]], while [[Death's Door]] renders you completely immune to damage for a time (but requires very high investment in [[Necromancy]])
  
 
==History==
 
==History==
In [[0.13]], Skalds will start with a +1 weapon and the [[[Book of Battle]] instead of the [[Book of War Chants]].
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*With the removal of the Charms spell school in [[0.26]], skalds will also be removed.
 
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*Prior to [[0.14]], skalds started with 20 [[gold]].
Prior to [[0.9]], Skalds were known as '''Crusaders'''.
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*Prior to [[0.13]], skalds started with +0 weapons, a [[book of War Chants]], and couldn't select falchions.
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*Prior to [[0.9]], skalds were known as '''crusaders'''.
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*Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.
  
Prior to [[0.8]], Crusaders used the [[Enchantments]] school of magic.
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{{backgrounds}}
  
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]
 
[[Category:Crystal Ball Articles]]
 
[[Category:Crystal Ball Articles]]

Revision as of 06:11, 12 September 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.
Formidable warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they originate, these spells and formulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.

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

Preferred Races

Halfling, Centaur, Merfolk, Draconian, and Vampire are the recommended races if you pick a Skald Background.

Starting Equipment

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

Skalds start with the Infusion spell memorised.

Starting Skills

These are adjusted by your species' aptitudes.

Choosing Skald adds 3 to your starting Strength, 5 to your starting Intelligence and 4 to your starting Dexterity.

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. Ozocubu's Armour, meanwhile, grants you a significant boost to AC, though it only functions if you're wearing leather armour or lighter.

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. Vampires also work well in this role, given their solid aptitudes toward sneaky stealth play supplemented by magically enhanced melee. Solid god selections include 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 and eventually Excruciating Wounds). The only gods not recommended are Trog (if you want to play a magic-free character, there are much better choices than skald) and the Shining One (works badly with Spectral Weapon).

Keep an eye out for books with further Charms spells, as there are a few other useful spells available. Swiftness will provide an escape option with almost no training in Air Magic. For those who are interested in heavily investing in a different school of magic, Ring of Flames provides a great deal of offensive support for Fire Magic, while Death's Door renders you completely immune to damage for a time (but requires very high investment in Necromancy)

History

  • With the removal of the Charms spell school in 0.26, skalds will also be removed.
  • Prior to 0.14, skalds started with 20 gold.
  • 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.
Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver