Orc wizard

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Version 0.18: This article may not be up to date for the latest stable release of Crawl.

For a list of all orcs, see list of orcs.

orc wizard oOrc wizard.png
HP 9-20
HD 3
XP 39
Speed 10
AC 2
EV 12
MR 20
Attack1 5 (hit: plain)

Type of Meat Clean
Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type orc, orc
Flags Speaks
While orcs generally prefer physical combat, some of their kind gain proficiency in the occult arts — though still for martial purposes.

Useful Info

Orc wizards are the first enemy casters most players will encounter. They can deal significant fire and cold damage at range, buff themselves, and render you slow and confused. They often travel with a band of other orcs and like to turn invisible so they can snipe you while you deal with their friends. They are a common menace as early as Dungeon:2, and can also be found in the Orcish Mines.


Spell set I
Slot1 Magic Dart (3d4) Wizard flag
Slot2 Slow Wizard flag
Slot3 Haste Wizard flag
Slot4 Blink Wizard flag
Spell set II
Slot1 Throw Flame (3d5) Wizard flag
Slot2 Invisibility Wizard flag
Slot3 Magic Dart (3d4) Wizard flag
Slot4 Confuse Wizard flag
Spell set III
Slot1 Throw Frost (3d5) Wizard flag
Slot2 Cantrip Wizard flag
Slot3 Haste Wizard flag
Slot4 Throw Flame (3d5) Wizard flag
Slot5 Magic Dart (3d4) Wizard flag
Slot6 Invisibility Emergency flag,
Wizard flag

Tips & Tricks

  • Getting confused while under assault from several orcs is a quick way to lose an early character. Neutralize orc wizards on sight, don't be afraid to quaff a potion of curing to clear your head, and keep magic resistance high if you've found a means of doing so that early in the game.
  • Orc wizards are dangerous in wide open areas, but much easier to handle if you can filter them and their allies into a narrow corridor. Unlike orc priests, they need a clear line of fire to target you with any of their abilities.
  • Magic Dart, Freeze, and Vampiric Draining are all early spells that never miss, rendering enemy invisibility a moot point.