SLINGER

reference

Also known as: SLINGERS

Help: Slinger Available Level 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. Notes Mage 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