Difference between revisions of "Orc wizard"
(0.14 update) |
|||
Line 1: | Line 1: | ||
{{version013}} | {{version013}} | ||
− | |||
{{list of | orcs}} | {{list of | orcs}} | ||
− | |||
<!--monster-bot-begin--> | <!--monster-bot-begin--> | ||
{{monster | {{monster | ||
Line 38: | Line 36: | ||
{{Flavour|While orcs generally prefer physical combat, some of their kind gain proficiency in the occult arts — though still for martial purposes.}} | {{Flavour|While orcs generally prefer physical combat, some of their kind gain proficiency in the occult arts — though still for martial purposes.}} | ||
<!--monster-bot-end--> | <!--monster-bot-end--> | ||
− | |||
− | |||
==Useful Info== | ==Useful Info== | ||
− | '''Orc wizards''' are the first enemy casters most players will encounter. They can deal significant [[fire]] and [[cold]] damage at range, destroy your [[scroll]]s and [[potion]]s, buff themselves | + | '''Orc wizards''' are the first enemy casters most players will encounter. They can deal significant [[fire]] and [[cold]] damage at range, destroy your [[scroll]]s and [[potion]]s, buff themselves, and render you slow and confused. 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]]. |
<!--spl-bot-begin--> | <!--spl-bot-begin--> | ||
Line 83: | Line 79: | ||
[[Category:Orc]] | [[Category:Orc]] | ||
− |
Revision as of 19:37, 13 April 2014
Version 0.13: 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 | 9-21 |
HD | 3 |
XP | 37 |
Speed | 10 |
AC | 1 |
EV | 12 |
Will | 20 |
Attack1 | 5 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | orc, orc |
Flags | Actual spells Speaks Spellcaster Warm-blooded |
While orcs generally prefer physical combat, some of their kind gain proficiency in the occult arts — though still for martial purposes. |
Useful Info
Orc wizards are the first enemy casters most players will encounter. They can deal significant fire and cold damage at range, destroy your scrolls and potions, buff themselves, and render you slow and confused. 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) |
Slot2 | Slow (50% success rate when MR=12) |
Slot3 | Haste |
Slot4 | Magic Dart (3d4) |
Slot5 | Blink |
Slot6 | Blink |
Spell set II | |
---|---|
Slot1 | Throw Flame (3d5) |
Slot2 | Confuse (50% success rate when MR=12) |
Slot3 | Invisibility |
Slot4 | Magic Dart (3d4) |
Slot5 | none |
Slot6 | Confuse (50% success rate when MR=12) |
Spell set III | |
---|---|
Slot1 | Throw Frost (3d5) |
Slot2 | Cantrip |
Slot3 | Haste |
Slot4 | Throw Flame (3d5) |
Slot5 | Magic Dart (3d4) |
Slot6 | Invisibility |
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 magic resistance 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.