Difference between revisions of "Orc wizard"
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− | {{ | + | {{version027}} |
{{list of | orcs}} | {{list of | orcs}} | ||
{{monster info}} | {{monster info}} | ||
==Useful Info== | ==Useful Info== | ||
− | '''Orc wizards''' are the first enemy casters most players will encounter. They can deal significant [[fire]] | + | '''Orc wizards''' are the first enemy casters most players will encounter. They can deal significant [[fire]] damage at range, turn [[invisible]], and confuse you. They often travel with a band of other [[orc]]s and like to turn [[invisible]] so they can snipe you while you deal with their friends. They are a common menace as early as Dungeon:2, and can also be found in the [[Orcish Mines]]. |
{{monster spells}} | {{monster spells}} | ||
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*Orc wizards are dangerous in wide open areas, but much easier to handle if you can filter them and their allies into a narrow corridor. Unlike [[orc priest]]s, they need a clear line of fire to target you with any of their abilities. | *Orc wizards are dangerous in wide open areas, but much easier to handle if you can filter them and their allies into a narrow corridor. Unlike [[orc priest]]s, they need a clear line of fire to target you with any of their abilities. | ||
*[[Magic Dart]], [[Freeze]], and [[Vampiric Draining]] are all early spells that never miss, rendering enemy invisibility a moot point. You can also use [[Corona]] or perhaps [[Sticky Flame]] to outright negate their invisibility. | *[[Magic Dart]], [[Freeze]], and [[Vampiric Draining]] are all early spells that never miss, rendering enemy invisibility a moot point. You can also use [[Corona]] or perhaps [[Sticky Flame]] to outright negate their invisibility. | ||
+ | |||
+ | ==History== | ||
+ | *Prior to [[0.27]], orc wizards could have one of three possible spell sets: | ||
+ | **[[Magic Dart]] (3d4), [[Slow]], [[Haste]], and [[Blink]] | ||
+ | **[[Magic Dart]] (3d4), [[Throw Flame]] (3d5), [[Confuse]], and [[Invisibility]] | ||
+ | **[[Cantrip]], [[Magic Dart]] (3d4), [[Throw Frost]] (3d5), [[Throw Flame]] (3d5), [[Haste]], and [[Invisibility]] | ||
[[Category:Orc]] | [[Category:Orc]] |
Latest revision as of 13:10, 28 October 2021
Version 0.27: This article may not be up to date for the latest stable release of Crawl.
For a list of all orcs, see list of orcs.
orc wizard o | |
---|---|
HP | 9-20 |
HD | 3 |
XP | 35 |
Speed | 10 |
AC | 2 |
EV | 12 |
Will | 20 |
Attack1 | 2 (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 | Speaks Warm-blooded |
While orcs generally prefer physical combat, some of their kind gain proficiency in the occult arts — though still for martial purposes. |
Contents
Useful Info
Orc wizards are the first enemy casters most players will encounter. They can deal significant fire damage at range, turn invisible, and confuse you. They often travel with a band of other orcs and like to turn invisible so they can snipe you while you deal with their friends. They are a common menace as early as Dungeon:2, and can also be found in the Orcish Mines.
Spells
Spell set I | ||
---|---|---|
Slot1 | Magic Dart (3d4) | Wizard flag |
Slot2 | Throw Flame (3d5) | Wizard flag |
Slot3 | Confuse | Wizard flag |
Slot4 | Invisibility | Wizard flag |
Tips & Tricks
- Getting confused while under assault from several orcs is a quick way to lose an early character. Neutralize orc wizards on sight, don't be afraid to quaff a potion of curing to clear your head, and keep willpower high if you've found a means of doing so that early in the game.
- Orc wizards are dangerous in wide open areas, but much easier to handle if you can filter them and their allies into a narrow corridor. Unlike orc priests, they need a clear line of fire to target you with any of their abilities.
- Magic Dart, Freeze, and Vampiric Draining are all early spells that never miss, rendering enemy invisibility a moot point. You can also use Corona or perhaps Sticky Flame to outright negate their invisibility.
History
- Prior to 0.27, orc wizards could have one of three possible spell sets:
- Magic Dart (3d4), Slow, Haste, and Blink
- Magic Dart (3d4), Throw Flame (3d5), Confuse, and Invisibility
- Cantrip, Magic Dart (3d4), Throw Frost (3d5), Throw Flame (3d5), Haste, and Invisibility