Difference between revisions of "Wizard (monster)"
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− | + | {{monster info|wizard}} | |
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==Useful Info== | ==Useful Info== | ||
− | '''Wizards''' are | + | '''Wizards''' are spell casters who can roast you with [[Fireball]]s or [[banish]] you into [[the Abyss]]. Fortunately, they are flimsy. You can find them in the late [[Dungeon]], [[the Vaults]], [[the Depths]], and Lom Lobon's [[Pandemonium]] floor. |
− | + | {{monster spells|wizard}} | |
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | * | + | *Wizards can deal high damage, but they aren't too [[ev]]asive, cannot [[see invisible]], and don't have much [[willpower]]. |
− | * | + | *[[Banishment]] requires line of fire, and can be defeated by high enough [[willpower]] of your own. Fire resistance is helpful to defend against [[Fireball]]s, too. |
− | * | + | *Wizards are... wizards. They can't do much when [[silence]]d or [[waterlog]]ged. |
==Variant Wizards== | ==Variant Wizards== | ||
− | You | + | [[File:Hell_wizard_75.png]] You may encounter a '''mad acolyte of Lugonu''' when approaching certain [[rune]] vaults in [[the Abyss]]. These variant wizards always spawn wielding [[distortion]]-[[brand]]ed weapons and can cast [[Smiting]], [[Malign Gateway]], [[Blink]], [[Blink Other]], and [[Invisibility]]. |
− | {{flavour| | + | {{flavour|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}} | |
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− | + | 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 can free and kill this mute wizard for about 600 XP. | |
− | {{flavour| | + | {{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== | |
+ | *In [[0.31]], wizards were split into [[occultist]]s and [[arcanist]]s. | ||
+ | *Prior to [[0.27]], they could have one of three possible spell sets: | ||
+ | **[[Bolt of Cold]] (3d18), [[Lehudib's Crystal Spear]] (3d28), [[Slow]], and [[Haste]] | ||
+ | **[[Force Lance]] (3d14), [[Fireball]] (3d19), [[Paralyze]], and [[Blink]] | ||
+ | **[[Stone Arrow]] (3d17), [[Lightning Bolt]] (3d17), [[Banishment]], and [[Invisibility]] | ||
+ | *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]], [[Throw Flame]], [[Sting]], and [[Venom Bolt]]. Also, wizards had five spell sets instead of three. | ||
+ | *Prior to [[0.17]], wizards could cast [[Teleport Self]] and [[Teleport Other]]. | ||
+ | *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]] | |
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Latest revision as of 14:47, 1 February 2024
wizard p | |
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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 spell casters who can roast you with Fireballs or banish you into the Abyss. Fortunately, they are flimsy. You can find them in the late Dungeon, the Vaults, the Depths, and Lom Lobon's Pandemonium floor.
Spells
Spell set I | ||
---|---|---|
Slot1 | Fireball (3d19) | Wizard flag |
Slot2 | Banishment | Wizard flag |
Slot3 | Blink | Wizard flag |
Slot4 | Invisibility | Wizard flag |
Tips & Tricks
- Wizards can deal high damage, but they aren't too evasive, cannot see invisible, and don't have much willpower.
- Banishment requires line of fire, and can be defeated by high enough willpower of your own. Fire resistance is helpful to defend against Fireballs, too.
- Wizards are... wizards. They can't do much when silenced or waterlogged.
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 can 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
- In 0.31, wizards were split into occultists and arcanists.
- Prior to 0.27, they could have one of three possible spell sets:
- Bolt of Cold (3d18), Lehudib's Crystal Spear (3d28), Slow, and Haste
- Force Lance (3d14), Fireball (3d19), Paralyze, and Blink
- Stone Arrow (3d17), Lightning Bolt (3d17), Banishment, and Invisibility
- 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, Throw Flame, Sting, and Venom Bolt. Also, wizards had five spell sets instead of three.
- Prior to 0.17, wizards could cast Teleport Self and Teleport Other.
- 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.