Occultist: Difference between revisions
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Revision as of 16:57, 1 February 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
| occultist p | |
|---|---|
| HP | 35-72 |
| HD | 13 |
| XP | 793 |
| Speed | 10 |
| AC | 2 |
| EV | 15 |
| 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 | Evil Speaks Warm-blooded |
| A wizard fond of illusion and treachery. They scorn the crudeness of other magicians, who hurl wild conjurations toward their foes rather than cunningly exploiting their greatest weaknesses.
“Each family or tribe has a wizard or conjuring doctor, whose office we could |
Useful Info
Spells
| Tile | Name | Damage | Range | Flags |
|---|---|---|---|---|
| Fireball | 3d22 | 5 | Wizard flag | |
| Poison Arrow | 3d20 | 6 | Wizard flag | |
| Invisibility | — | — | Wizard flag | |
| Banishment | — | LOS | Wizard flag |
Tips & Tricks
- Occultists can deal high damage, but they aren't too evasive, cannot see invisible, and don't have much willpower.
- Banishment requires line of fire, and can be defeated by high enough willpower of your own. Fire resistance is helpful to defend against Fireballs, too.
- A silenced or waterlogged occultist can only do weak melee attacks.