Difference between revisions of "Orc sorcerer"

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{{monster info}}
 
{{list of | orcs}}
 
{{list of | orcs}}
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{{monster
 
|name=orc sorcerer
 
|glyph={{LightMagenta|o}}
 
|tile=[[File:Orc sorcerer.png]]
 
|flags={{Actual spells flag}}<br>{{Evil flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}
 
|resistances=None
 
|vulnerabilities={{Holy vulnerability}}
 
|max_chunks=4
 
|meat={{Contaminated corpse}}
 
|xp=562
 
|holiness={{Natural}}
 
|magic_resistance=36
 
|hp_range=20-42
 
|avg_hp=31
 
|armour_class=5
 
|evasion=12
 
|habitat=Land
 
|speed= 10
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=7 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=9
 
|base_hp=2
 
|extra_hp=3
 
|fixed_hp=0
 
|intelligence={{High intelligence}}
 
|genus=orc
 
|species=orc
 
}}
 
{{Flavour|An exceptionally competent orcish wizard, in league with hellish and chthonic forces and motivated by the purest imaginable strain of malevolence.}}
 
 
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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 often found on [[Orcish Mines]]:4, but can appear earlier.
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'''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}}
==Spells==
 
{{Spellcaster
 
|number=
 
|slot1=[[Bolt of Fire]] (3d17)
 
|slot2=[[Bolt of Draining]] (3d17)
 
|slot3=[[Summon Demon]]
 
|slot4=[[Paralyse]]
 
|slot5=[[Animate Dead]]
 
|slot6=''none''
 
}}
 
{{clear}}
 
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==Tips & Tricks==
 
==Tips & Tricks==
*Keeping monsters between you and an orc sorcerer will stop it from hitting you with paralysis, but will do nothing to stop him from hammering you (and everything in between) with bolts of fire and draining.
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*[[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.
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**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.
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**Blocking line of fire with monsters will at least prevent paralysis.
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*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.
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*As spellcasters, they can be [[silence]]d, and a [[phial of floods]] can [[waterlog]] them.
  
===Beogh Follower===
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===Beogh===
It takes a lot of luck and more than a little micromanagement to turn an orc wizard into an orc sorcerer, and even more luck to keep him alive. But if your sorcerer decides to start summoning demons instead of blinking into the middle of a pack of enemies, he's worth his weight in gold. Get him the best armor he will wear, because he's going to lead from the front much more often than you want. 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.
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[[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]]
[[Category:014 Tiles]]
 

Latest revision as of 15:17, 7 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
orc sorcerer oOrc sorcerer.png
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.


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.