Difference between revisions of "Orc wizard"

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(Update to 0.27)
 
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{{list of | orcs}}
 
{{list of | orcs}}
 
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{{monster info}}
<!--monster-bot-begin-->
 
{{monster
 
|name=orc wizard
 
|glyph={{Magenta|o}}
 
|tile=[[File:Orc wizard.png]]
 
|flags={{Actual spells flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}
 
|resistances=None
 
|vulnerabilities=None
 
|max_chunks=4
 
|meat={{Contaminated corpse}}
 
|xp=37
 
|holiness={{Natural}}
 
|magic_resistance=20
 
|hp_range=9-21
 
|avg_hp=15
 
|armour_class=1
 
|evasion=12
 
|habitat=Land
 
|speed= 10
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=5 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=3
 
|base_hp=3
 
|extra_hp=4
 
|fixed_hp=0
 
|intelligence={{Normal intelligence}}
 
|genus=orc
 
|species=orc
 
}}
 
{{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-->
 
 
 
 
 
  
 
==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 and their allies, 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]].
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'''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]].
  
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{{monster spells}}
==Spells==
 
{{Spellcaster
 
|number=I
 
|slot1=[[Magic Dart]] (3d4)
 
|slot2=[[Slow]]
 
|slot3=[[Haste]]
 
|slot4=[[Magic Dart]] (3d4)
 
|slot5=[[Blink]]
 
|slot6=[[Blink]]
 
}}
 
{{Spellcaster
 
|number=II
 
|slot1=[[Throw Flame]] (3d5)
 
|slot2=[[Confuse]]
 
|slot3=[[Invisibility]]
 
|slot4=[[Magic Dart]] (3d4)
 
|slot5=''none''
 
|slot6=[[Confuse]]
 
}}
 
{{clear}}
 
{{Spellcaster
 
|number=III
 
|slot1=[[Throw Frost]] (3d5)
 
|slot2=[[Cantrip]]
 
|slot3=[[Haste]]
 
|slot4=[[Throw Flame]] (3d5)
 
|slot5=[[Magic Dart]] (3d4)
 
|slot6=[[Invisibility]]
 
}}
 
{{clear}}
 
<!--spl-bot-end-->
 
  
 
==Tips & Tricks==
 
==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.
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*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 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.
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*[[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.
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==History==
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*Prior to [[0.27]], orc wizards could have one of three possible spell sets:
 +
**[[Magic Dart]] (3d4), [[Slow]], [[Haste]], and [[Blink]]
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**[[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 oOrc wizard.png
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.

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