Difference between revisions of "Hedge Wizard"

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On the bright side, [[Mephitic Cloud]] is one of the stronger spells, of any background. [[Confusion]] is extremely debilitating to monsters, and most things in the early-mid Dungeon can't resist it. Depending on your Intelligence, you'll probably need only 2-4 points in each of its three schools: Poison, Air, and Conjurations. Note that this spell is quite [[noise|loud]], meaning that far away enemies may come to investigate.
 
On the bright side, [[Mephitic Cloud]] is one of the stronger spells, of any background. [[Confusion]] is extremely debilitating to monsters, and most things in the early-mid Dungeon can't resist it. Depending on your Intelligence, you'll probably need only 2-4 points in each of its three schools: Poison, Air, and Conjurations. Note that this spell is quite [[noise|loud]], meaning that far away enemies may come to investigate.
  
None of the other spells should be sneezed at, either. [[Slow]] causes your enemies to attack less often, while allowing you to escape from them. [[Call Imp]] creates an imp, which tanks shots and deals extra damage. Cigotuvi's Dreadful Rot creates a deadly cloud of miasma. Low-level monsters will avoid entering the cloud, allowing you to block a hallway and escpae.
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None of the other spells should be sneezed at, either. [[Slow]] causes your enemies to attack less often, while allowing you to escape from them. [[Call Imp]] creates an imp, which tanks shots and deals extra damage. Cigotuvi's Dreadful Rot creates a deadly cloud of miasma. Low-level monsters will avoid entering the cloud, allowing you to block a hallway and escape.
  
 
While you initially won't have the spell levels (or casting prowess) to memorize every one of these spells, they are all useful in their own right. Typically, Blink is saved until later -- it isn't as effective in mundane situations. It's preferable to train spells one at a time, get them castable, then switch to the next spell/skill on your list. Bonus if said skill also trains up a future spell on your list.
 
While you initially won't have the spell levels (or casting prowess) to memorize every one of these spells, they are all useful in their own right. Typically, Blink is saved until later -- it isn't as effective in mundane situations. It's preferable to train spells one at a time, get them castable, then switch to the next spell/skill on your list. Bonus if said skill also trains up a future spell on your list.

Revision as of 15:07, 9 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
This page is about the player background formerly known as Wizard. For the monster, see wizard (monster). For the playing mode, see wizard mode.
A Hedge Wizard is a magician who does not specialise in any area of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from a large library of varied low-level spells. They also get a wizard hat.

Hedge Wizards are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more focused spellcasters.

Preferred Species

Human, Deep Elf, Naga, Draconian, Djinni, and Octopode are the recommended species if you pick a Hedge Wizard Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Hedge Wizards start with the Magic Dart spell already memorised, and can memorize Slow from turn 1.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Hedge Wizard adds 2 to your starting Strength, 6 to Intelligence, and 4 to Dexterity.

Strategy

Hedge Wizard is one of the most versatile spellcaster backgrounds. What they lack in initial firepower, they more than make up for with their extensive spell library (6 - the most of any background), with access to some very good utility spells. As a downside, Hedge Wizards don't have much focus in any one school. Players looking to simply pulverize things with spells should pick a different background. Perhaps ironically, these utility spells make wizards the most well suited to transition into melee combat.

Spell Details

Magic Dart sums up the struggle of your typical low level mage. It deals average damage. Average damage means that the darts might struggle to kill its targets, especially with XL1's low MP. However, it has great range and never misses. Mages can make good use of it with some care, though offensive Wizards will desire higher level spells soon enough.

On the bright side, Mephitic Cloud is one of the stronger spells, of any background. Confusion is extremely debilitating to monsters, and most things in the early-mid Dungeon can't resist it. Depending on your Intelligence, you'll probably need only 2-4 points in each of its three schools: Poison, Air, and Conjurations. Note that this spell is quite loud, meaning that far away enemies may come to investigate.

None of the other spells should be sneezed at, either. Slow causes your enemies to attack less often, while allowing you to escape from them. Call Imp creates an imp, which tanks shots and deals extra damage. Cigotuvi's Dreadful Rot creates a deadly cloud of miasma. Low-level monsters will avoid entering the cloud, allowing you to block a hallway and escape.

While you initially won't have the spell levels (or casting prowess) to memorize every one of these spells, they are all useful in their own right. Typically, Blink is saved until later -- it isn't as effective in mundane situations. It's preferable to train spells one at a time, get them castable, then switch to the next spell/skill on your list. Bonus if said skill also trains up a future spell on your list.

Tips and Tricks

  • The Spellcasting skill boosts success rates of all of your spells, though at 1/4 effectiveness. You'll want to train it eventually, but it's not a substitute for investing in spell schools (yet).
  • If you come upon an awesome melee weapon early in the dungeon, there's nothing to stop you from becoming a hybrid (a warrior-mage) character, despite your wizardly background. You can consider picking up some strength, especially if you start with less than 8.

External Links

0.21 guide for playing an Octopode Wizard by Ultraviolent4

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver