Difference between revisions of "Wizard (monster)"
m (Oops, the terrified wizard is still in the game) |
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{{monster info|wizard}} | {{monster info|wizard}} | ||
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-Friedrich Nietzche, "Beyond Good and Evil", 1886}} | -Friedrich Nietzche, "Beyond Good and Evil", 1886}} | ||
− | A '''terrified wizard''' can often be found caged in one of [[Trog]]'s possible altar vaults. | + | A permanently [[silence]]d '''terrified wizard''' can often be found caged in one of [[Trog]]'s possible altar vaults. It usually dies from Trog's wrath too fast for you to kill, but if you have a [[wand of digging]], you could free and kill this mute wizard for about 600 XP. |
{{flavour|A wild-eyed wizard whose tongue has been cut out, frantically mumbling and waving its arms but unable to cast a single spell.}} | {{flavour|A wild-eyed wizard whose tongue has been cut out, frantically mumbling and waving its arms but unable to cast a single spell.}} | ||
==History== | ==History== | ||
+ | *Prior to [[0.25]], wizards could have [[Iskenderun's Mystic Blast]] instead of [[Force Lance]]. | ||
*Prior to [[0.19]], they could cast [[Bolt of Fire]], [[Confuse]], [[Magic Dart]], [[Teleport Self]], [[Teleport Other]], [[Throw Flame]], [[Sting]], and [[Venom Bolt]]. Also, wizards had five spell sets instead of three. | *Prior to [[0.19]], they could cast [[Bolt of Fire]], [[Confuse]], [[Magic Dart]], [[Teleport Self]], [[Teleport Other]], [[Throw Flame]], [[Sting]], and [[Venom Bolt]]. Also, wizards had five spell sets instead of three. | ||
*Prior to [[0.13]], you could meet more variant wizards in the game. A '''crazed wizard''' was guarding a [[Hell]] entrance on the last floor of [[the Lair]]. This monster was identical to a standard wizard, but had [[HD]] 13 instead of 10. A '''mad wizard''' capable of casting [[Polymorph Other]] could be found near a room full of [[laboratory rat]]s. | *Prior to [[0.13]], you could meet more variant wizards in the game. A '''crazed wizard''' was guarding a [[Hell]] entrance on the last floor of [[the Lair]]. This monster was identical to a standard wizard, but had [[HD]] 13 instead of 10. A '''mad wizard''' capable of casting [[Polymorph Other]] could be found near a room full of [[laboratory rat]]s. | ||
[[Category:Human]] | [[Category:Human]] |
Revision as of 21:53, 11 September 2020
wizard p | |
---|---|
HP | 26-54 |
HD | 10 |
XP | 656 |
Speed | 10 |
AC | 0 |
EV | 13 |
Will | 60 |
Attack1 | 6 (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 | Speaks Warm-blooded |
A rather eccentric person, dabbling in all sorts of arcane oddities.
“Each family or tribe has a wizard or conjuring doctor, whose office we could never clearly ascertain.” |
Useful Info
Wizards are uncommon enemy spell casters whose difficulty varies tremendously depending on which spells your particular wizard happens to know. While they all know some form of direct attack magic, particularly dangerous threats include Lehudib's Crystal Spear and Banishment. Fortunately they are flimsy, not too evasive, cannot see invisible, and don't have much magic resistance. You can find them in the Depths, the Vaults, the Abyss, and Pandemonium (particularly in the company of Lom Lobon).
Spells
Spell set I | ||
---|---|---|
Slot1 | Fireball (3d19) | Wizard flag |
Slot2 | Banishment | Wizard flag |
Slot3 | Blink | Wizard flag |
Slot4 | Invisibility | Wizard flag |
Tips & Tricks
- All of their Hexes can be defeated with high magic resistance, but you'd need to be omniresistant to defend against all the potential elemental attacks they might be carrying. The best defense in this case is a good offense, since any character alive this late in the game should have sufficient ranged damage capabilities to take them out in a few turns.
- Only one out of three wizards can banish you, and luckily those wizards have a pretty distinctive spell set: any wizard that casts Invisibility is capable of banishment. Keep this in mind if you have low MR.
Variant Wizards
You may encounter a mad acolyte of Lugonu when approaching certain rune vaults in the Abyss. These variant wizards 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 |
A permanently silenced terrified wizard can often be found caged in one of Trog's possible altar vaults. It usually dies from Trog's wrath too fast for you to kill, but if you have a wand of digging, you could free and kill this mute wizard for about 600 XP.
A wild-eyed wizard whose tongue has been cut out, frantically mumbling and waving its arms but unable to cast a single spell. |
History
- Prior to 0.25, wizards could have Iskenderun's Mystic Blast instead of Force Lance.
- Prior to 0.19, they could cast Bolt of Fire, Confuse, Magic Dart, Teleport Self, Teleport Other, Throw Flame, Sting, and Venom Bolt. Also, wizards had five spell sets instead of three.
- Prior to 0.13, you could meet more variant wizards in the game. A crazed wizard was guarding a Hell entrance on the last floor of the Lair. This monster was identical to a standard wizard, but had HD 13 instead of 10. A mad wizard capable of casting Polymorph Other could be found near a room full of laboratory rats.