Difference between revisions of "Wizard (monster)"
Line 69: | Line 69: | ||
|slot6=[[Teleport Other]] | |slot6=[[Teleport Other]] | ||
}} | }} | ||
+ | {{clear}} | ||
{{Spellcaster | {{Spellcaster | ||
|number=III | |number=III | ||
Line 78: | Line 79: | ||
|slot6=[[Minor Healing]] | |slot6=[[Minor Healing]] | ||
}} | }} | ||
− | |||
{{Spellcaster | {{Spellcaster | ||
|number=IV | |number=IV | ||
Line 88: | Line 88: | ||
|slot6=[[Minor Healing]] | |slot6=[[Minor Healing]] | ||
}} | }} | ||
+ | {{clear}} | ||
{{Spellcaster | {{Spellcaster | ||
|number=V | |number=V | ||
Line 97: | Line 98: | ||
|slot6=[[Teleport Self]] | |slot6=[[Teleport Self]] | ||
}} | }} | ||
+ | {{clear}} | ||
− | |||
<!--spl-bot-end--> | <!--spl-bot-end--> | ||
Revision as of 13:40, 3 May 2013
wizard @ | |
---|---|
HP | 26-54 |
HD | 10 |
XP | 690 |
Speed | 10 |
AC | 0 |
EV | 13 |
Will | 53 |
Attack1 | 6 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | human, human |
Flags | Actual spells Speaks Spellcaster Warm-blooded |
A rather eccentric person, dabbling in all sorts of arcanities.
"Each family or tribe has a wizard or conjuring doctor, whose office we could never clearly ascertain." -Charles Darwin, _The Voyage of the Beagle_, ch. X. 1839. |
Useful Info
Wizards are uncommon enemy spell casters whose difficulty varies tremendously depending on which spells your particular wizard happens to know. While they all know some form of direct attack magic, particularly dangerous threats include Lehudib's Crystal Spear and Banishment. Fortunately they are flimsy, not too evasive, and have enough junk in their spell lists that they don't always hit you with their good spells. You can find them in the deeper portions of the Dungeon, the Abyss, and Pandemonium (particularly in the company of Lom Lobon).
Spells
Spell set I | |
---|---|
Slot1 | Magic Dart (3d5) |
Slot2 | Paralyse |
Slot3 | Haste |
Slot4 | Lightning Bolt (3d17) |
Slot5 | Confuse |
Slot6 | Teleport Self |
Spell set II | |
---|---|
Slot1 | Paralyse |
Slot2 | Throw Flame (3d8) |
Slot3 | Invisibility |
Slot4 | Teleport Other |
Slot5 | Fireball (3d19) |
Slot6 | Teleport Other |
Spell set III | |
---|---|
Slot1 | Petrify |
Slot2 | Lehudib's Crystal Spear (3d28) |
Slot3 | Blink |
Slot4 | Bolt of Fire (3d18) |
Slot5 | Bolt of Cold (3d18) |
Slot6 | Minor Healing |
Spell set IV | |
---|---|
Slot1 | Stone Arrow (3d17) |
Slot2 | Sting (d10) |
Slot3 | Blink |
Slot4 | Lightning Bolt (3d17) |
Slot5 | Banishment |
Slot6 | Minor Healing |
Spell set V | |
---|---|
Slot1 | Venom Bolt (3d15) |
Slot2 | Iskenderun's Mystic Blast (3d15) |
Slot3 | Invisibility |
Slot4 | Confuse |
Slot5 | Slow |
Slot6 | Teleport Self |
Tips & Tricks
- All of their Hexes can be defeated with high magic resistance, but you'd need to be omniresistant to defend against all the potential elemental attacks they might be carrying. The best defense in this case is a good offense, since any character alive this late in the game should have sufficient ranged damage capabilities to take them out in a few turns.
- Only one out of five wizards can banish you, and luckily those wizards have a pretty distinctive spell set: any wizard that casts Stone Arrow or Sting is capable of banishment, and if it casts Bolt of Lightning, Blink, or Minor Healing, there is a 50% chance it is a banisher. Keep this in mind if you have low MR.
- Another useful mnemonic to keep in mind is "blink == bad". All wizards that are capable of casting Blink can either cast Banishment or Crystal Spear, and are therefore quite dangerous.
Variant Wizards
You will encounter a crazed wizard just outside of the portal to Hell in the Lair. He is identical to a standard wizard, but his presence signifies a nearby secret door to a chamber filled with demons.
This guy seems to be obsessed with Hell and dealing with demons that live there. That can't end in any way but one... watch out for now, or that end will be yours first. |
A mad wizard can be found in certain Dungeon vaults, and has access to the Polymorph Other spell. If you continue to explore the vault, you will find a room full of laboratory rats.
Raving about how enhanced rats are going to take over the world is not a sign of sanity. You'd better step back. Plus, it's squirrels who are going to win, I tell you! |
A terrified wizard can often be found caged in one of Trog's possible altar vaults. He usually dies from Trog's wrath too fast for you to kill or be killed by him.
With wild eyes, the wizard frantically mouths words and waves his arms, but is unable to cast a single spell. |
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.
An insane follower of Lugonu. Years of living in the abyss have clearly taken their toll on this one's feeble mind.
"And when you look long into an abyss, the abyss also looks into you." -Friedrich Nietzche, "Beyond Good and Evil", 1886 |