Wizard/EvilHack

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In EvilHack, the Wizard is one of the roles from NetHack that is available to the hero.

Wizards can be humans, elves, dwarves, gnomes, orcs, hobbits, giants, illithids, tortles, drow, or draugr, and can start as neutral or chaotic.

Starting equipment

Each Wizard starts with the following equipment:

Any ring that is generated with an enchantment of +0 or lower is given a random enchantment from +1 to +3. Multiples of rings and spellbooks are not possible to start the game with.

The following racial conditions also apply:

Wizards start with knowledge of any applicable racial equipment.

The Wizard's default starting pet is a pseudodragon.

List of unobtainable starting items

The random items generated in a Wizard's starting inventory will never be any of the following:

Additionally, a Wizard will not start with a ring of polymorph control if a source of polymorph is generated in their starting inventory, and will never start with the ring of polymorph or potion of polymorph if a source of polymorph control (i.e. the ring) is generated in their starting inventory. As mentioned above, dragur, orcish and vampire Wizards will never have a ring of poison resistance due to starting with the poison resistance property.

Intrinsics

Wizards gain the following intrinsic properties upon reaching the given experience levels:

Attributes

The Wizard's starting attributes are distributed as follows:

Attributes Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining
Minimum attributes 7 7 7 10 7 7 30
Distribution percentages 10% 20% 20% 30% 10% 10%
Mean w/ standard deviation (human) 10.60±1.80 13.48±2.15 13.47±2.15 17.44±1.07 10.28±1.74 9.96±1.67

The means and standard deviations were calculated via simulation, whose source code can be found on the role article's talk page, and assumes that all given roles are played as humans—non-human races will have different attribute means as a result of different attribute maximums.

Skills

Wizards have the following skills available to them:

Wizard skills
Max Skills
Basic
Skilled
Expert

Wizards start with Basic skill in quarterstaff, attack spells and enchantment spells. They use the intelligence stat to cast spells, and their special spell is magic missile.

Special rules

Wizards have more special rules governing them than any other role.

Spellcasting

Wizards with an intelligence of 15 or 16 have reduced-hunger casting, lowering the nutrition drained when casting spells, and Wizards with an intelligence of 17 or more have hungerless casting.

Wizards casting the force bolt spell use only one point of energy for each level of skill in attack spells, which also scales incrementally with said skill up to 4 points of energy at Expert.

As primary casters, Wizards wearing any form of body armor are only penalized when casting spells of level 4 or higher. They may also receive spellbooks as sacrifice gifts from their deity.

Wizards regain energy more often than other roles, and gain double the energy when reaching a new experience level.

Spellbooks and writing

Wizards can write unknown scrolls and spellbooks using a magic marker with much higher success rates than other roles.

Wizards that attempt to read a non-cursed spellbook while they are not confused are warned when they have a significant chance of failing, with a slightly different message given for higher-level spellbooks:

This spellbook is <very> difficult to comprehend. Continue?

The Wizard's default crowning gift is the spellbook of power word kill, an attack spell that replaces the finger of death spellbook from NetHack (which is now an evocation spell and tied to the Druid)—they will receive the spellbook if they are not already carrying it or else wielding either Vorpal Blade or Stormbringer when they are crowned.

Miscellaneous

Wizards can innately detect whether or not objects are magical in nature, similar to a Priest's innate knowledge of an item's beatitude.

Wizards only take 15 damage from explosions caused by destroyed wands.

A Wizard that creates the artifact Glamdring at a forge will unrestrict the long sword skill.

Wizards can safely enchant a cornuthaum from +5 or below, and are the only role to gain a charisma boost and clairvoyance while wearing one.

Wizards do not gain multishot bonuses from reaching Skilled in a given weapon or projectile, and do not gain a multishot bonus for racial launcher weapons, though they do gain standard multishot bonuses for Expert skill.

Wizards spend the least time of all playable roles as a beginner, and with teleportitis they can teleport at-will starting at experience level 8, rather than XL 12 as with other roles.

Rank titles

The status line displays one of the following ranks for the corresponding experience levels:

  • XL 1–2: Evoker
  • XL 3–5: Conjurer
  • XL 6–9: Thaumaturge
  • XL 10–13: Magician
  • XL 14–17: Enchanter/Enchantress
  • XL 18–21: Sorcerer/Sorceress
  • XL 22–25: Necromancer
  • XL 26–29: Wizard
  • XL 30: Mage

Gods

Main article: Religion

The Wizard pantheon is based on Egyptian mythology. Their first sacrifice gift is Magicbane.

Quest

Main article: Wizard quest

The Wizard's quest sees them fighting the Dark One for The Eye of the Aethiopica, an artifact amulet of ESP. While carried, The Eye of the Aethiopica grants half spell damage and fast energy regeneration that restores at least one point of power per turn. While worn, the Eye also grants magic resistance alongside the base item's normal extrinsic telepathy. Invoking The Eye of the Aethiopica allows the hero to branchport and warp to another dungeon branch that they have visited.

Strategy

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