Help: SlingerAvailableLevel 1: Magic Missile.Level 1: Identify.Level 2: Detect Invisibility.Level 2: Detect Magic.Level 2: Knock.Level 3: Chill Touch.Level 3: Catseye.Level 4: Invisibility.Level 4: Armor.Level 4: Remove Invis.Level 5: Burning Hands.Level 6: Strength.Level 7: Shocking Grasp.Level 8: Sleep.Level 9: Lightning Bolt.Level 9: Blindness.Level 10: Detect Poison.Level 11: Color Spray.Level 11: Waterwalk.Level 13: Energy Drain.Level 14: Curse.Level 14: Poison.Level 15: Fireball.Level 15: Blur.Level 15: Enchant Weapon.Level 15: Enchant Armor.Level 16: Charm Person.Level 18: Calliope.Level 20: Sword of Predation.Level 20: Summon.Level 22: Fly.Level 22: Disruption.Level 23: Firestorm.Level 25: Shapeshift.Level 40: Disintegrate.Level 45: Phoenix Nova.Level 50: Arcane Torrent.Slingers are Nukefire's classic mage-style path: old spellcraft,
direct damage, utility magic, and late-game arcane force. They are
strongest when they keep mana, spellpower, and distance on their
side.
A Slinger starts with simple arcane bolts and identification, then
grows into control, enchantment, area fire, shapeshifting, and heavy
capstone spells. The class rewards old-fashioned preparation: know
the room, keep mana ready, and do not let enemies dictate the fight.
NotesMage is kept as a familiar old name, but Slinger is the
current Nukefire class.
Most Slinger magic uses sling '<spell>' syntax unless a help
entry says otherwise.
See Also: mage, magic missile, spellpower, arcane torrent, sword of predation