Difference between revisions of "Orc sorcerer"
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+ | {{monster info}} | ||
{{list of | orcs}} | {{list of | orcs}} | ||
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==Useful Info== | ==Useful Info== | ||
− | '''Orc sorcerers''' are advanced [[orc]]ish casters which hurl [[fire]], [[negative energy]], and paralysis at you from the back rows while their orcish and demonic allies keep you busy. They don't handle damage well, but it's difficult to take them out before you've suffered some [[draining]] or a band of demons has come to their aid. They are | + | '''Orc sorcerers''' are advanced [[orc]]ish casters which hurl [[fire]], [[negative energy]], and paralysis at you from the back rows while their orcish and demonic allies keep you busy. They don't handle damage well, but it's difficult to take them out before you've suffered some [[draining]] or a band of demons has come to their aid. They are found in the [[Orcish Mines]], most often on Orc:2, and occasionally in the [[Elven Halls]]. |
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− | + | {{monster spells}} | |
==Tips & Tricks== | ==Tips & Tricks== | ||
− | * | + | *[[Paralysis]] is always a deadly spell. Being surrounded by a group of [[might]]ed orcs for 5 turns is bound to kill. The orc sorcerer alone can do 255 damage in 5 turns if you don't resist both of its bolt spells. |
+ | **It's ideal to give all monsters a 0% chance of success of paralysis. For orc sorcerers, this requires 135 [[willpower]], a bit over Will+++. Base species, like [[Human]]s (3 Will/XL), require XL 19 and external Will++ (or external Will+++) to reach 0% success. The likes of [[Ogre]]s (4 Will/XL) require XL 15 and external Will++ for the same threshold. | ||
+ | **Blocking line of fire with monsters will at least prevent paralysis. | ||
+ | *Other than paralysis, they fire strong bolt spells and summon nasty [[tier-3 demon]]s, such as [[sixfirhies]], [[sun demon]]s, and malmutating [[neqoxec]]s. So even if you have full willpower, it's recommended to take out sorcerers quickly. | ||
+ | *As spellcasters, they can be [[silence]]d, and a [[phial of floods]] can [[waterlog]] them. | ||
− | ===Beogh | + | ===Beogh=== |
− | It takes a lot of luck and more than a little micromanagement to | + | [[Orc wizard]]s are tough to keep alive, due to their fragile nature. It takes a lot of luck and more than a little micromanagement to promote a wizard into a sorcerer. If you do manage to get a named sorcerer, give them the best [[armour]] available. In addition to the usual tricks for keeping followers alive, try hard not to allow shots at you to also target your frail sorcerers, and call him back to you anytime he gets into an exposed position. |
[[Category:Orc]] | [[Category:Orc]] |
Latest revision as of 15:17, 7 August 2023
orc sorcerer o | |
---|---|
HP | 20-42 |
HD | 9 |
XP | 562 |
Speed | 10 |
AC | 7 |
EV | 12 |
Will | 40 |
Attack1 | 7 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | orc, orc |
Flags | See invisible Speaks Warm-blooded |
An exceptionally competent orcish wizard, in league with hellish and chthonic forces and motivated by the purest imaginable strain of malevolence. |
For a list of all orcs, see list of orcs.
Contents
Useful Info
Orc sorcerers are advanced orcish casters which hurl fire, negative energy, and paralysis at you from the back rows while their orcish and demonic allies keep you busy. They don't handle damage well, but it's difficult to take them out before you've suffered some draining or a band of demons has come to their aid. They are found in the Orcish Mines, most often on Orc:2, and occasionally in the Elven Halls.
Spells
Spell set I | ||
---|---|---|
Slot1 | Bolt of Fire (3d17) | Wizard flag |
Slot2 | Bolt of Draining (3d17) | Wizard flag |
Slot3 | Summon Demon | Wizard flag |
Slot4 | Paralyse | Wizard flag |
Tips & Tricks
- Paralysis is always a deadly spell. Being surrounded by a group of mighted orcs for 5 turns is bound to kill. The orc sorcerer alone can do 255 damage in 5 turns if you don't resist both of its bolt spells.
- It's ideal to give all monsters a 0% chance of success of paralysis. For orc sorcerers, this requires 135 willpower, a bit over Will+++. Base species, like Humans (3 Will/XL), require XL 19 and external Will++ (or external Will+++) to reach 0% success. The likes of Ogres (4 Will/XL) require XL 15 and external Will++ for the same threshold.
- Blocking line of fire with monsters will at least prevent paralysis.
- Other than paralysis, they fire strong bolt spells and summon nasty tier-3 demons, such as sixfirhies, sun demons, and malmutating neqoxecs. So even if you have full willpower, it's recommended to take out sorcerers quickly.
- As spellcasters, they can be silenced, and a phial of floods can waterlog them.
Beogh
Orc wizards are tough to keep alive, due to their fragile nature. It takes a lot of luck and more than a little micromanagement to promote a wizard into a sorcerer. If you do manage to get a named sorcerer, give them the best armour available. In addition to the usual tricks for keeping followers alive, try hard not to allow shots at you to also target your frail sorcerers, and call him back to you anytime he gets into an exposed position.