Hedge Wizard
Version 0.26: This article may not be up to date for the latest stable release of Crawl.
- This page is about the player background. For the monster, see wizard (monster). For the playing mode, see wizard mode.
A Hedge Wizard is a magician who does not specialize in any area of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from the Book of Minor Magic. Their book allows them to progress in many different branches of the arcane arts. They also get a wizard hat. |
Hedge Wizards are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more focused spellcasters.
Contents
Preferred Races
Human, Deep Elf, Naga, Draconian, Mummy, and Octopode are the recommended races if you pick a Wizard Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 robe
- +0 hat
- +0 dagger
- Book of Minor Magic
Hedge Wizards start with the Magic Dart spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 3
- Conjurations: 1
- Summonings: 1
- Translocations: 1
Choosing Hedge Wizard adds 1 to your starting Strength, 6 to Intelligence, and 4 to Dexterity.
Strategy
- Hedge Wizard is probably the most versatile spellcaster background. What they lack in initial firepower, they more than make up for with high Spellcasting and access to some of the best utility spells (Call Imp, Blink, Mephitic Cloud, Conjure Flame). On the downside, Hedge Wizards are forced to invest heavily in Conjurations and elemental magic to boost their offensive repertoire.
- If you come upon an awesome melee weapon early in the dungeon, there's nothing to stop you from becoming a hybrid (a warrior-mage) character despite your wizardly background. In that case, depending on your species you should consider picking some strength at level-ups, especially if you have less than 10.
History
- Prior to 0.26, hedge wizards were called wizards. They had the highest starting intelligence bonus and didn't start with a dagger. Their starting intelligence was reduced from +10 to +6, strength was increased from -1 to +2, dexterity was increased from +3 to +4.
- Prior to 0.14, wizards started with 20 gold.
External Links
0.21 guide for playing an Octopode Wizard by Ultraviolent4
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |