# Wizard's Tower (EvilHack)

In EvilHack, the **Wizard's Tower** is heavily revamped from its appearance in *NetHack* and made into a separate dungeon branch from Gehennom.

## Maps

### Portal to the Tower

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The structure above is situated in the midst of a Gnomish Mines-style open cavern level in Gehennom: the level will always have a river of lava flowing through it, and the magic portal to the Wizard's Tower is placed at the center of the Fake Wizard's Tower-like structure in the center of the mapped region.

Within the mapped area, four mariliths are stationed in small rooms surrounding the tower that are blocked off by iron bars and flanked by lava, and each is generated with an uncursed orcish bow and 100 uncursed orcish arrows. The central tower and the mapped region are surrounded by moats of lava: two salamanders are generated at the marked locations in the lava around the tower, and two more are generated in the lava behind the west and east outposts. Inside the tower, the magic portal is surrounded by four squeaky boards, and either a balrog or a vorpal jabberwock is generated at the center of the tower with equal probability; a vampire noble is always generated on the square to the immediate left.

The level also has six other hostile monsters randomly generated across the map: there will always be a salamander, as well as a second monster that is either a salamander with a ^{3}⁄_{4} (75%) chance or a lava demon with a ^{1}⁄_{4} chance (25%); the third monster has a ^{1}⁄_{2} chance (50%) of being a random lich and will be a random monster otherwise; the fourth monster has a ^{1}⁄_{2} chance (50%) of being a random jabberwock and will be a random monster otherwise; and the remaining two monsters will both be either shades or skeletons with equal probability.

### Ground floor

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The first level of the tower is a fort-like structure surrounded by a sparse forest. The mariliths at the entrance are each armed with an uncursed orcish bow and 100 uncursed orcish arrows. The chests in the corners contain various items useful for steeds, such as apples, saddles, and sets of barding. One of the spaces marked S will contain a secret door each game, with equal probability. The secret doors marked S have a 25% chance of appearing, and appear together. The forges each have a 50% chance of appearing each game. The lava room contains two red dragons, two flaming spheres, two fire elementals, two lava demons, two balrogs, two barbed devils, two pit fiends, and five salamanders, with positions shuffled every game. Placed randomly around the level are 3 random D, a random J, a random H, a random V, a random L, and a random e. The entire level is non-diggable and non-phasable.

### Second floor

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The down ladder is situated in the middle of a small room with iron bars flanking a locked door. Past this door, a set of walls will generate blocking one of the hallways leading from the entrance room, with a secret door on the same side that leads into another room: in this room is a secret door paired with a second one that leads into the center-most room, which has a mind flayer nursery and the ladder up to the top floor; the secret doors are color-coded, and only one pair of them will generate (with an equal probability for each). Three crystal chests are placed in each of the one-square cells to the immediate east of the nursery, each of which have secret doors set opposite to the iron bars, and five random traps are placed at the marked locations. The entire level is non-diggable and non-phasable.

An Angel, a hostile beholder and two random hostile dragons are shuffled randomly among the three cells by the nursery and the fourth eastern-most cell (blocked by a set of iron bars). Two drow clerics, two elven wizards, a hill giant shaman, and a random monster from each of the monster classes D & J, L T N are placed at the marked and colored locations. Four hostile apprentices are generated at the marked locations, and two more hostile apprentices generated asleep are the marked squares in the nursery, where they are likely to be turned into mind flayers by the surrounding larva; the nursery also has a ^{1}⁄_{2} chance of generating a neothelid in the marked middle square.

### Top floor

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The final level of the Wizard's Tower is surrounded completely by open air tiles. Under the hellhound on the far island is a crystal chest containing a potion of gain level, a potion of full healing, a random scroll, a random spellbook, and a random amulet; it also has a ^{3}⁄_{20} chance of containing a magic marker. Next to the hellhound and crystal chest is the Wizard of Yendor himself, and the Book of the Dead rests on the square beneath him.

Three D, two V, and two e are placed in semi-random locations around the level. The entire level is non-diggable, no-teleport, and non-phasable.