Jump to content
Toggle menu
  • 3.1K articles
  • 4.4K files
  • 18 users
  • 91.5K edits
Ashenzari's Archive
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Occultist: Difference between revisions

From Ashenzari's Archive
imported>Oneirical
No edit summary
imported>Oneirical
No edit summary
(No difference)

Revision as of 14:06, 24 April 2025

Version 0.32: This article may not be up to date for the latest stable release of Crawl.
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
never clearly ascertain.”
-Charles Darwin, _The Voyage of the Beagle_, ch. X. 1839.

Useful Info

Occultists are spell casters who can roast you with Fireballs or banish you into the Abyss. Fortunately, they are flimsy. They can be found in late Dungeon and Depths.

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

Mad Acolyte of Lugonu

You may encounter a mad acolyte of Lugonu when approaching certain rune vaults in the Abyss. These variant occultists always spawn wielding distortion-branded weapons and can cast Smiting, Malign Gateway, Blink, Blink Other, and Invisibility.

A devoted follower of Lugonu, driven mad by years of living in the Abyss.

"And when you look long into an abyss, the abyss also looks into you."

-Friedrich Nietzche, "Beyond Good and Evil", 1886

History

  • In 0.33, occultists will have higher HD (13 instead of 12), 15 EV instead of 13 EV, and more health.
  • In 0.31, occultists were added to the game, split off from wizards.