Difference between revisions of "Wizard of Yendor"

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The '''Wizard of Yendor''', {{monsym|Wizard of Yendor}} (also informally known as '''Rodney'''), is one of the main antagonists in ''[[NetHack]]''. As he is the guardian of the [[Book of the Dead]], you must steal the Book from him, usually through a fight to the death, before you can descend into [[Moloch's Sanctum]] and snatch the [[Amulet of Yendor]] from the high priest of [[Moloch]].
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The '''Wizard of Yendor''', {{monsym|Wizard of Yendor}} (also informally known as '''Rodney'''), is one of the main antagonists in ''[[NetHack]]''.
  
However, killing him alone will not be enough to deter him; not only can he [[#Harassment|hassle you remotely]] with mysterious curses and spells, the Wizard will eventually reappear stronger than ever, and he can and will follow you up to the [[Elemental Planes]]. He will not appear in the [[Astral Plane]]; however, if he appears on the [[Plane of Water]], he can follow you through the [[magic portal|portal]] to the Astral Plane.
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He is the guardian of the [[Book of the Dead]], and you must steal the Book from him, usually through a fight to the death, before you can descend into [[Moloch's Sanctum]] to take the [[Amulet of Yendor]] from the high priest of [[Moloch]]. However, killing him alone will not be enough to deter him - not only can he [[#Harassment|hassle you remotely]] with mysterious curses and spells, the Wizard will eventually reappear stronger than ever, and he can and will follow you up to the [[Elemental Planes]]. He will not appear in the [[Astral Plane]]; however, if he appears on the [[Plane of Water]], he can follow you through the [[magic portal|portal]] to the Astral Plane.
  
In addition to the full complement of arcane [[monster spell]]s, up to and including the [[touch of death]], the Wizard has a unique spell, [[Double Trouble]], which [[division|creates another incarnation of him]] with all his powers. The clone can show up with a different appearance from his normal self;{{refsrc|wizard.c|405}} one of [[water demon]], [[vampire]], [[red dragon]], [[troll]], [[umber hulk]], [[xorn]], [[xan]], [[cockatrice]], [[floating eye]], [[guardian naga]] or [[trapper]].{{refsrc|wizard.c|38}} He will not use this spell if there are already two of him in the world.{{refsrc|wizard.c|733}}
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Eating the corpse of the Wizard of Yendor has an equal chance to convey [[fire resistance]], [[poison resistance]], [[teleportitis]], or [[teleport control]].
 
 
He is incapable of harming monsters, e.g. [[pet]]s or the [[high priest]] of Moloch.{{refsrc|mhitm.c|1129}} The latter case is frequent in [[NetHack 3.4.3]] because he may appear within twelve turns after you perform the [[Invocation]],{{refsrc|spell.c|248}} and will immediately warp into the Sanctum to [[covetous|obtain the Amulet]] from the high priest. As of [[NetHack 3.6.0]], [[covetous]] monsters won't attack the priest.
 
  
 
==Generation==
 
==Generation==
 
The Wizard of Yendor is always generated residing in his [[Wizard's Tower|Tower]] in [[Gehennom]]. He is [[Monster starting inventory|generated without]] a [[weapon]].
 
The Wizard of Yendor is always generated residing in his [[Wizard's Tower|Tower]] in [[Gehennom]]. He is [[Monster starting inventory|generated without]] a [[weapon]].
  
==Harassment==
+
==Abilities==
After the Wizard dies for the first time, or after you perform the [[Invocation]] (if you have stolen the Book from him without killing him), he will cause you trouble for the rest of the game. Fifty to 299 turns after the wizard is first killed,{{refsrc|wizard.c|551|comment=Specifically, you must not be a [[demigod]] to start this counter}} 2–12 turns after you perform the Invocation{{refsrc|spell.c|256}} and every 50–249 turns afterwards{{refsrc|allmain.c|267}} (not counting turns where you are invulnerable while praying), one of the following effects will happen:
+
The Wizard of Yendor has -8 [[AC]] full [[Magic resistance (monster)|monster magic resistance]], along with fire resistance and poison resistance; he is [[breathless]], [[regenerate]]s, can [[see invisible]], and is capable of [[flight]]. The Wizard also has a form of teleport control: [[teleport]]ing him will always move him to the upstairs of that floor, and if you are inside his Tower, he will always end up on the down [[ladder]].{{refsrc|teleport.c|993}} This is typically not a concern for you or him, as he is [[covetous]] and can easily warp right back to you.
 +
 
 +
He has two attacks - a 2d12 "claw" attack that has a {{frac|20}} chance to steal the Amulet of Yendor, any [[invocation items]] or any [[quest artifact]]s you possess, and a spellcasting attack that can pull from the full complement of arcane [[monster spell]]s up to and including the [[touch of death]]. As both his Amulet-stealing attack and monster spellcasting in general are only coded for player-versus-monster combat, the Wizard of Yendor is incapable of harming other monsters such as [[pet]]s.<ref>His Amulet-stealing attack is handled entirely in mhitm.c, and there are no provisions for mon vs mon spellcasting in mcastu.c.</ref>
 +
 
 +
The Wizard also has a unique arcane spell, [[Double Trouble]], which [[division|creates another incarnation of him]] with all his powers. The clone can show up with a different appearance from his normal self, and may be any one of the following: [[water demon]], [[vampire]], [[red dragon]], [[troll]], [[umber hulk]], [[xorn]], [[xan]], [[cockatrice]], [[floating eye]], [[guardian naga]] or [[trapper]].{{refsrc|wizard.c|405}}{{refsrc|wizard.c|38}} He will not use this spell if there are already two of him in the world.{{refsrc|wizard.c|733}}
 +
 
 +
===Harassment===
 +
After the Wizard dies for the first time, or after you perform the [[Invocation]] (if you have stolen the Book from him without killing him), he will cause you trouble for the rest of the game. Fifty to 299 turns after the wizard is first killed,2&ndash;12 turns after you perform the Invocation and every 50&ndash;249 turns afterwards (not counting turns where you are invulnerable while praying), one of the following effects will happen:{{refsrc|wizard.c|551|comment=Specifically, you must not be a [[demigod]] to start this counter.}}{{refsrc|spell.c|256}}{{refsrc|allmain.c|267}}
 
{|class="prettytable"
 
{|class="prettytable"
 
!Probability  
 
!Probability  
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|"A voice booms out... 'So thou thought thou couldst &lt;kill/elude&gt; me, fool.'"
 
|"A voice booms out... 'So thou thought thou couldst &lt;kill/elude&gt; me, fool.'"
 
|}
 
|}
 
In addition, the Wizard always reappears immediately when you enter the [[Plane of Earth]]. On the [[Astral Plane]], the Wizard cannot appear, and every other effect has equal probability.
 
  
 
Unrelated are various cosmetic messages that "harass" the player (e.g. "laughing fiendishly").
 
Unrelated are various cosmetic messages that "harass" the player (e.g. "laughing fiendishly").
  
In [[UnNetHack]], there is one additional possible effect of this harassment&mdash;if you aren't on the Astral Plane, there is a chance of a large earthquake, similar to the effect of playing a [[drum of earthquake]].
+
The Wizard will always reappear or return to life when you enter the [[Plane of Earth]]; as the Wizard cannot appear on the Astral Plane this way, every other effect has equal probability.
  
 
==Strategy==
 
==Strategy==
To take him down the first time, simply zap a [[wand of death]] at him while he's sleeping and hope it doesn't miss. Fighting him fairly in his tower can be inconvenient, as the Wizard can fly and thus might drop the Book of the Dead underwater when killed, and it will need to be recovered. During the [[ascension run]], make sure you have [[magic resistance]] on as often as possible, as the Wizard may reappear at any inconvenient moment and quickly lead to a [[YASD]]. Many players choose to zap a wand of death at the Wizard instantly every time he reappears. However, if you are low on wand charges, you may want to take him out by conventional means or, for example, [[stoning]] him. Watch out for the [[Elvenking]]s the Wizard likes to summon&mdash;they are represented by the same {{monsym|elvenking}} symbol as the Wizard, and it's annoying to realize that you've squandered a ray of death on the wrong monster.
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The battle with the Wizard of Yendor marks the beginning of the [[ascension run]] for a mass majority of players - once you kill him or perform the invocation, he will hound you for the rest of the game, and finishing the game as fast as possible from that point reduces the number of turns that he harasses you. Before facing him for the first time, most players will want to have found the [[vibrating square]] and create quick paths through the [[Gehennom]] mazes.
  
===Coveting===
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Stealing the [[Book of the Dead]] without killing him will allow you to continue preparations without risk of harassment; this is especially useful for [[pacifist]]s trying to [[Book of the Dead#Raising the dead|raise the dead]] to obtain a level 49 [[purple worm]]. Prudent players will have non-quest artifact sources of their quest artifact properties on hand before beginning the ascension run, and especially cautious ones may wish to carry their quest artifact(s) in a [[container]].
Being [[covetous]], the Wizard is capable of stealing [[quest artifact]]s from your main inventory. If you were relying on that carried artifact for [[magic resistance]], look out: he can not only remove your MR, but steal it for himself! Not only is he is now immune to death rays and the like, but he might be inclined to [[Touch of death|return the favor]]. Prudent players will arrange for other items to duplicate the vital powers of their quest artifacts before beginning the ascension run, and may even wish to carry their own quest artifact in a [[container]] to avoid the Wizard stealing it and making use of it himself. Pity the unprepared [[Caveman]] who has [[the Sceptre of Might]] stolen with no other source of MR ''and'' no other good melee weapon in inventory.
 
  
In NetHack 3.6.0, he will only steal the player's own quest artifact&mdash;those of other roles are immune (e.g., a neutral non-[[wizard]] can get theft-proof MR by [[wish]]ing for [[The Eye of the Aethiopica]]). As of [[NetHack 3.6.1]], any quest artifact is vulnerable, so this is no longer a viable strategy.
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Defeating him the first time is not too difficult - the Wizard lacks intrinsic [[magic resistance]], and landing a shot a [[wand of death]] or [[finger of death]] will do the job; as his AC makes it likely for a death ray to miss, beware of having your quest artifact that grants magic resistance or reflection stolen from you if taking multiple shots - pity the unprepared [[Caveman]] who has [[the Sceptre of Might]] stolen with no other source of MR ''and'' no other good melee weapon in inventory, especially if the Wizard [[Touch of death|immediately takes advantage]].
  
The Wizard will also steal any and all of the [[invocation items]], such as the [[Bell of Opening]] and his own Book of the Dead.
+
While the Wizard is not too difficult to take down conventionally for a player that reaches this point, most players prefer to kill him as fast as possible. This is mostly done to minimize the odds of killing him over a [[water]] tile in his Tower and having the Book of the Dead fall in, and also has the benefit of preempting him summoning nasties, casting Double Trouble, or stealing your quest artifact(s). See [[#Obtaining the Book of the Dead|the below section]] for methods on retrieving the Book.
  
The Wizard will not reappear to harass you if he obtains the real Amulet, but he will still be hostile and will need to be killed to reobtain it. If you are being overwhelmed by the Wizard, you can throw the Amulet away and change levels as he goes to pick it up. You will need to retrieve the Amulet at some point, but this gives you an opportunity to recover pets and equipment. However, the other forms of harassment will continue to affect you.
+
During the ascension run, make sure you have magic resistance on as often as possible, as the Wizard may reappear at any inconvenient moment and quickly bring about [[YASD]]. Many players choose to zap a wand of death at the Wizard instantly every time he reappears; however, if you are low on wand charges, you may want to take him out quickly through some other means, e.g. [[stoning]] him. If he reappears and summons nasties on you immediately, watch out for [[Elvenking]]s &mdash;they are represented by the same symbol ({{purple|@}}) as the Wizard, and it's annoying to realize that you've squandered a ray of death on the wrong monster.
 +
 
 +
The Wizard will not warp to you if he obtains the real Amulet, but will still harass you through other methods; if you are being overwhelmed by the Wizard, you can throw the Amulet away and change levels as he goes to pick it up. You will need to retrieve the Amulet at some point, but this gives you an opportunity to recover pets and equipment before you kill him to reobtain it.
  
 
===Obtaining the Book of the Dead===
 
===Obtaining the Book of the Dead===
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If you kill him over the [[moat]], you can get the Book of the Dead by zapping a [[wand of cold]] or the {{spell of|cone of cold}} spell over the water; the Book of the Dead is immune to blanking, and will end up on top of the ice. Alternately, you can wear an [[amulet of magical breathing]] to go into the water and pick it up. If you choose to do this, remember to leave your water-damageable items (potions, spellbooks, scrolls, non-rustproof weapons) on the dry land or in a noncursed [[oilskin sack]].
 
If you kill him over the [[moat]], you can get the Book of the Dead by zapping a [[wand of cold]] or the {{spell of|cone of cold}} spell over the water; the Book of the Dead is immune to blanking, and will end up on top of the ice. Alternately, you can wear an [[amulet of magical breathing]] to go into the water and pick it up. If you choose to do this, remember to leave your water-damageable items (potions, spellbooks, scrolls, non-rustproof weapons) on the dry land or in a noncursed [[oilskin sack]].
  
 +
===Awakening the Wizard===
 
If you have a [[drum of earthquake]], you can reliably wake him up from ''outside'' the Wizard's Tower. You can then kill him and obtain the Book without having to enter the Tower at all. A tame [[mind flayer|(master) mind flayer]] can also lock onto him with its telepathy, waking him up and bringing him to you. If you polymorph into a mind flayer, you have a 10% chance of locking into his mind each time you #monster, provided he is within an eight-tile radius.{{refsrc|polyself.c|1090}} Drinking a cursed [[potion of invisibility]] will also wake him up, along with all other sleeping and meditating monsters on the level, but only if you are inside the Tower.
 
If you have a [[drum of earthquake]], you can reliably wake him up from ''outside'' the Wizard's Tower. You can then kill him and obtain the Book without having to enter the Tower at all. A tame [[mind flayer|(master) mind flayer]] can also lock onto him with its telepathy, waking him up and bringing him to you. If you polymorph into a mind flayer, you have a 10% chance of locking into his mind each time you #monster, provided he is within an eight-tile radius.{{refsrc|polyself.c|1090}} Drinking a cursed [[potion of invisibility]] will also wake him up, along with all other sleeping and meditating monsters on the level, but only if you are inside the Tower.
  
===Avoiding harassment===
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===Weakening the Wizard====
Once you have killed the Wizard or performed the [[Invocation ritual]], the harassment will begin and will last for the remainder of the game. Thus it is usually a good idea to prepare for the ascension run before killing him to reduce the number of turns&mdash;and thus the amount of harassment&mdash;needed to finish the game. Finding the [[vibrating square]] and creating paths through the [[Gehennom]] mazes are always beneficial. Stealing the [[Book of the Dead]] without killing him will allow you to continue preparations without risk of harassment; this is especially useful for [[pacifist]]s trying to [[Book of the Dead#Raising the dead|raise the dead]] to obtain a level 49 [[purple worm]].
+
[[Level drain]]ing the Wizard will permanently reduce the level of his currentincarnation, although it will still increase when another one appears. If you are able to reduce his level to 0, he will lose all spellcasting abilities, and his melee damage becomes unremarkable. Reducing his level without killing him is best done with a negatively enchanted [[Stormbringer]], whose enchantment can be easily reduced to &minus;3 through engraving. Reducing his level will also lower his monster magic resistance, making him more susceptible to [[sliming]] and subsequently [[polymorph]]ing - this will prevent his [[covetous]] teleportation and remove most of his abilities, and your pets can also attack him on their own initiative once he approaches their level.
  
[[Level drain]]ing the Wizard will permanently reduce the level of this incarnation, although it will still increase when another one appears. If you are able to reduce his level to 0 he will lose all spellcasting abilities, and his melee damage becomes unremarkable. Reducing his level without killing him is best done with a negatively enchanted [[Stormbringer]] (enchantment can be easily reduced to &minus;3 through engraving). Reducing his level will also make him [[monster MR|more susceptible]] to [[polymorph]]; polymorphing him will prevent his [[covetous]] teleportation and remove most of his abilities. Your [[pet]]s can also begin to attack him on their own initiative once he approaches their level. [[Sliming]] is also an option.
+
While the Wizard normally cannot be made tame or peaceful, there are a handful of methods to pacify him if you are able to polymorph him (which usually requires sliming him).
  
[[Teleport]]ing the Wizard will always move him to the upstairs, or the down [[ladder]] if you are within [[Wizard's Tower|his tower]].{{refsrc|teleport.c|993}} As he is covetous, this is rarely a concern as he can simply warp himself back to your position; if you managed to polymorph or slime the Wizard first, you will not be able to teleport him away from the staircase.
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* Polymorph him into any [[unicorn]] and throw him a [[gem]] of any kind.
 +
* Polymorph him into a [[snake]] and successfully use a [[wooden flute]].
 +
* Polymorph him into a [[nymph]] and successfully use a [[wooden harp]].
 +
* Polymorph him into any [[undead]] monster and read the blessed [[Book of the Dead]].
 +
* As a chaotic [[priest]] or [[knight]] outside of Gehennom, polymorph him into any undead monster and successfully [[turn undead]].
 +
* Polymorph him into any non-human, non-mindless monster and #[[untrap]] him from a [[pit]] that you did not create. Failure from the monster weighing too much, or success, both have chances of pacifying the Wizard; failure will leave him trapped, allowing you to try again.
  
The Wizard normally cannot be made tame or peaceful, but there are a handful of methods to pacify him if you are able to [[polymorph]] him. (Usually, you have to slime him first.) The Wizard will always be made hostile when he next revives, so these methods cannot be used to permanently pacify him.
+
The Wizard will always be made hostile when he next revives, so these methods cannot be used to permanently pacify him. Remember that teleporting the Wizard will always move him to the upstairs, or the down ladder if you are within his tower - if you managed to polymorph or slime the Wizard while he occupies a staircase, you will not be able to teleport him away.
 
 
*Polymorph him into a [[unicorn]] and throw him a gem. (It is not necessary to use a co-aligned unicorn nor a valuable gem.)
 
*Polymorph him into a [[snake]] and successfully use a [[wooden flute]].
 
*Polymorph him into a [[nymph]] and successfully use a [[wooden harp]].
 
*Polymorph him into any [[undead]] monster and read the blessed [[Book of the Dead]].
 
*As a chaotic [[priest]] or [[knight]] outside of Gehennom, polymorph him into any undead and successfully [[turn undead]].
 
*Polymorph him into any non-human, non-mindless monster and #[[untrap]] it from a pit that you did not create. Failure from the monster weighing too much, or success, both have chances of pacifying the wizard, but failure will leave him trapped, allowing you to try again.
 
*In [[SLASH'EM]], polymorph him into any monster and hit it with a [[potion of amnesia]]. This effect can be resisted by the monster's [[monster MR|MR]].
 
  
 
==History==
 
==History==
The Wizard of Yendor first appeared in [[Hack 1.0.2]].
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The Wizard of Yendor is first introduced to ''NetHack'' in [[Hack 1.0.2]]. From this version through [[NetHack 2.3e]], he appeared in a 1x2 room in the center of his floor's maze, which also contained a [[hell hound]] (that did not have a breath weapon) and the [[Amulet of Yendor]]; the room had no doors and was surrounded by a [[moat]]. His symbol was '''1''', rather than '''@''', as these versions of ''NetHack'' did not have color. Fake Wizard rooms had a [[demon]] present with a fake Amulet instead of the Wizard.
 
 
Through [[NetHack 2.3e]], he appeared in a 1x2 room in the center of the maze, which also contained a [[hell hound]] (that did not have a breath weapon) and the [[Amulet of Yendor]]. The room had no doors and was surrounded by a [[moat]]. His symbol was '''1''', rather than '''@'''. These versions of NetHack did not have color.
 
  
 
<div class="ttyscreen">
 
<div class="ttyscreen">
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</div>
 
</div>
  
Fake Wizard rooms had a [[demon]] (generic in this version) instead of the Wizard, and a fake Amulet.
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From [[NetHack 3.0.0]] through [[3.0.10]], the Wizard is given a larger tower to occupy, and gives him a [[vampire lord]] as an additional "roommate". Note NetHack acquired color display in [[NetHack 3.0.4|version 3.0.4]]. Fake Wizard rooms had a randomly chosen [[demon prince]], and placed a [[demon lord]] instead if no prince was available; if all of the named demons are gone, a random [[demon]] is used instead. At the time, all eight modern named demons existed, but occurred only in fake Wizard rooms or when summoned.
 
 
From [[NetHack 3.0.0]] through [[NetHack 3.0.10|3.0.10]], the Wizard lived in a larger tower, now also accompanied by a [[vampire lord]]. NetHack acquired color display in [[NetHack 3.0.4|version 3.0.4]].
 
  
 
<div class="ttyscreen">
 
<div class="ttyscreen">
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</div>
 
</div>
  
Fake Wizard rooms had a randomly chosen [[demon prince]], or [[demon lord]] if no demon prince was available, or a random [[demon]] if demon lords were also gone; at the time, all eight modern named demons existed, but occurred only in fake Wizard rooms or when summoned.
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In [[NetHack 3.1.0]], the Amulet is given to the [[high priest]] of [[Moloch]], and the Wizard instead carries the [[Book of the Dead]]. The Wizard still lives in a 3.0.x-style Wizard room, and similar rooms exist on the first level of the Wizard's Tower and as part of the the two "[[Fake Wizard's Tower" levels;
 +
 
 +
In [[NetHack 3.4.3]], it is possible for him to appear within twelve turns after you perform the [[Invocation]] and immediately warp into the Sanctum to [[covetous|obtain the Amulet]] from the high priest of Moloch without damaging them.{{refsrc|spell.c|248}}{{refsrc|mhitm.c|1129}} This would allow him to bring the Amulet to you, thus circumventing the need to fight the high priest; it is no longer possible starting in [[NetHack 3.6.0]], as covetous monsters won't attack the priest.
  
Starting with [[NetHack 3.1.0]], the Amulet is now given to the [[high priest]] of [[Moloch]], and the Wizard instead carries the [[Book of the Dead]]. The 3.0.x-style Wizard room still exists as the room in which the Wizard lives, as well as a similar room on the first level of the [[Wizard's Tower]], and as the two "[[Fake Wizard's Tower|fake Wizard]]" levels.
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==Variants==
 +
===UnNetHack===
 +
In [[UnNetHack]], there is one additional possible effect of this harassment&mdash;if you aren't on the Astral Plane, there is a chance of a large earthquake, similar to the effect of playing a [[drum of earthquake]].
  
 
== Encyclopedia entry ==
 
== Encyclopedia entry ==
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==References==
 
==References==
<references />
+
<references/>
 
 
 
{{featured}}
 
{{featured}}
 
[[Category:Unique monsters]]
 
[[Category:Unique monsters]]
{{nethack-364|offset=1}}
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{{nethack-366|offset=1}}

Revision as of 03:37, 25 June 2022

The Wizard of Yendor, @ (also informally known as Rodney), is one of the main antagonists in NetHack.

He is the guardian of the Book of the Dead, and you must steal the Book from him, usually through a fight to the death, before you can descend into Moloch's Sanctum to take the Amulet of Yendor from the high priest of Moloch. However, killing him alone will not be enough to deter him - not only can he hassle you remotely with mysterious curses and spells, the Wizard will eventually reappear stronger than ever, and he can and will follow you up to the Elemental Planes. He will not appear in the Astral Plane; however, if he appears on the Plane of Water, he can follow you through the portal to the Astral Plane.

Eating the corpse of the Wizard of Yendor has an equal chance to convey fire resistance, poison resistance, teleportitis, or teleport control.

Generation

The Wizard of Yendor is always generated residing in his Tower in Gehennom. He is generated without a weapon.

Abilities

The Wizard of Yendor has -8 AC full monster magic resistance, along with fire resistance and poison resistance; he is breathless, regenerates, can see invisible, and is capable of flight. The Wizard also has a form of teleport control: teleporting him will always move him to the upstairs of that floor, and if you are inside his Tower, he will always end up on the down ladder.[2] This is typically not a concern for you or him, as he is covetous and can easily warp right back to you.

He has two attacks - a 2d12 "claw" attack that has a 120 chance to steal the Amulet of Yendor, any invocation items or any quest artifacts you possess, and a spellcasting attack that can pull from the full complement of arcane monster spells up to and including the touch of death. As both his Amulet-stealing attack and monster spellcasting in general are only coded for player-versus-monster combat, the Wizard of Yendor is incapable of harming other monsters such as pets.[3]

The Wizard also has a unique arcane spell, Double Trouble, which creates another incarnation of him with all his powers. The clone can show up with a different appearance from his normal self, and may be any one of the following: water demon, vampire, red dragon, troll, umber hulk, xorn, xan, cockatrice, floating eye, guardian naga or trapper.[4][5] He will not use this spell if there are already two of him in the world.[6]

Harassment

After the Wizard dies for the first time, or after you perform the Invocation (if you have stolen the Book from him without killing him), he will cause you trouble for the rest of the game. Fifty to 299 turns after the wizard is first killed,2–12 turns after you perform the Invocation and every 50–249 turns afterwards (not counting turns where you are invulnerable while praying), one of the following effects will happen:[7][8][9]

Probability Effect Message
13 No effect "You feel vaguely nervous."
16 Curse items "You notice a black glow surrounding you." (if not blind)
16 Aggravate "You feel that monsters are aware of your presence."
16 Summon nasties No message
16 If there is currently no living Wizard, he returns to life near you, one monster level higher than his previous incarnation. If the Wizard is alive on a different dungeon level, and doesn't have the real Amulet, he is brought to you. "A voice booms out... 'So thou thought thou couldst <kill/elude> me, fool.'"

Unrelated are various cosmetic messages that "harass" the player (e.g. "laughing fiendishly").

The Wizard will always reappear or return to life when you enter the Plane of Earth; as the Wizard cannot appear on the Astral Plane this way, every other effect has equal probability.

Strategy

The battle with the Wizard of Yendor marks the beginning of the ascension run for a mass majority of players - once you kill him or perform the invocation, he will hound you for the rest of the game, and finishing the game as fast as possible from that point reduces the number of turns that he harasses you. Before facing him for the first time, most players will want to have found the vibrating square and create quick paths through the Gehennom mazes.

Stealing the Book of the Dead without killing him will allow you to continue preparations without risk of harassment; this is especially useful for pacifists trying to raise the dead to obtain a level 49 purple worm. Prudent players will have non-quest artifact sources of their quest artifact properties on hand before beginning the ascension run, and especially cautious ones may wish to carry their quest artifact(s) in a container.

Defeating him the first time is not too difficult - the Wizard lacks intrinsic magic resistance, and landing a shot a wand of death or finger of death will do the job; as his AC makes it likely for a death ray to miss, beware of having your quest artifact that grants magic resistance or reflection stolen from you if taking multiple shots - pity the unprepared Caveman who has the Sceptre of Might stolen with no other source of MR and no other good melee weapon in inventory, especially if the Wizard immediately takes advantage.

While the Wizard is not too difficult to take down conventionally for a player that reaches this point, most players prefer to kill him as fast as possible. This is mostly done to minimize the odds of killing him over a water tile in his Tower and having the Book of the Dead fall in, and also has the benefit of preempting him summoning nasties, casting Double Trouble, or stealing your quest artifact(s). See the below section for methods on retrieving the Book.

During the ascension run, make sure you have magic resistance on as often as possible, as the Wizard may reappear at any inconvenient moment and quickly bring about YASD. Many players choose to zap a wand of death at the Wizard instantly every time he reappears; however, if you are low on wand charges, you may want to take him out quickly through some other means, e.g. stoning him. If he reappears and summons nasties on you immediately, watch out for Elvenkings —they are represented by the same symbol (@) as the Wizard, and it's annoying to realize that you've squandered a ray of death on the wrong monster.

The Wizard will not warp to you if he obtains the real Amulet, but will still harass you through other methods; if you are being overwhelmed by the Wizard, you can throw the Amulet away and change levels as he goes to pick it up. You will need to retrieve the Amulet at some point, but this gives you an opportunity to recover pets and equipment before you kill him to reobtain it.

Obtaining the Book of the Dead

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|.........|
|.}}}}}}}.|
|.}}---}}.|
|.}--.--}.|
|.}|.@.|}.|
|.}-/.--}.|
|.}/---}}.|
|./}}}}}}.|
|@........|
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Attacking the Wizard through the corner

You can zap a wand of digging diagonally at the Wizard's tower without waking him up; you can then shoot a death ray from that position through the newly-created gap, killing him without giving him the chance to cast spells at you if it hits. If you step near the breached tower, you will wake him up.

If you kill him over the moat, you can get the Book of the Dead by zapping a wand of cold or the cone of cold spell over the water; the Book of the Dead is immune to blanking, and will end up on top of the ice. Alternately, you can wear an amulet of magical breathing to go into the water and pick it up. If you choose to do this, remember to leave your water-damageable items (potions, spellbooks, scrolls, non-rustproof weapons) on the dry land or in a noncursed oilskin sack.

Awakening the Wizard

If you have a drum of earthquake, you can reliably wake him up from outside the Wizard's Tower. You can then kill him and obtain the Book without having to enter the Tower at all. A tame (master) mind flayer can also lock onto him with its telepathy, waking him up and bringing him to you. If you polymorph into a mind flayer, you have a 10% chance of locking into his mind each time you #monster, provided he is within an eight-tile radius.[10] Drinking a cursed potion of invisibility will also wake him up, along with all other sleeping and meditating monsters on the level, but only if you are inside the Tower.

Weakening the Wizard=

Level draining the Wizard will permanently reduce the level of his currentincarnation, although it will still increase when another one appears. If you are able to reduce his level to 0, he will lose all spellcasting abilities, and his melee damage becomes unremarkable. Reducing his level without killing him is best done with a negatively enchanted Stormbringer, whose enchantment can be easily reduced to −3 through engraving. Reducing his level will also lower his monster magic resistance, making him more susceptible to sliming and subsequently polymorphing - this will prevent his covetous teleportation and remove most of his abilities, and your pets can also attack him on their own initiative once he approaches their level.

While the Wizard normally cannot be made tame or peaceful, there are a handful of methods to pacify him if you are able to polymorph him (which usually requires sliming him).

  • Polymorph him into any unicorn and throw him a gem of any kind.
  • Polymorph him into a snake and successfully use a wooden flute.
  • Polymorph him into a nymph and successfully use a wooden harp.
  • Polymorph him into any undead monster and read the blessed Book of the Dead.
  • As a chaotic priest or knight outside of Gehennom, polymorph him into any undead monster and successfully turn undead.
  • Polymorph him into any non-human, non-mindless monster and #untrap him from a pit that you did not create. Failure from the monster weighing too much, or success, both have chances of pacifying the Wizard; failure will leave him trapped, allowing you to try again.

The Wizard will always be made hostile when he next revives, so these methods cannot be used to permanently pacify him. Remember that teleporting the Wizard will always move him to the upstairs, or the down ladder if you are within his tower - if you managed to polymorph or slime the Wizard while he occupies a staircase, you will not be able to teleport him away.

History

The Wizard of Yendor is first introduced to NetHack in Hack 1.0.2. From this version through NetHack 2.3e, he appeared in a 1x2 room in the center of his floor's maze, which also contained a hell hound (that did not have a breath weapon) and the Amulet of Yendor; the room had no doors and was surrounded by a moat. His symbol was 1, rather than @, as these versions of NetHack did not have color. Fake Wizard rooms had a demon present with a fake Amulet instead of the Wizard.

From NetHack 3.0.0 through 3.0.10, the Wizard is given a larger tower to occupy, and gives him a vampire lord as an additional "roommate". Note NetHack acquired color display in version 3.0.4. Fake Wizard rooms had a randomly chosen demon prince, and placed a demon lord instead if no prince was available; if all of the named demons are gone, a random demon is used instead. At the time, all eight modern named demons existed, but occurred only in fake Wizard rooms or when summoned.

In NetHack 3.1.0, the Amulet is given to the high priest of Moloch, and the Wizard instead carries the Book of the Dead. The Wizard still lives in a 3.0.x-style Wizard room, and similar rooms exist on the first level of the Wizard's Tower and as part of the the two "[[Fake Wizard's Tower" levels;

In NetHack 3.4.3, it is possible for him to appear within twelve turns after you perform the Invocation and immediately warp into the Sanctum to obtain the Amulet from the high priest of Moloch without damaging them.[11][12] This would allow him to bring the Amulet to you, thus circumventing the need to fight the high priest; it is no longer possible starting in NetHack 3.6.0, as covetous monsters won't attack the priest.

Variants

UnNetHack

In UnNetHack, there is one additional possible effect of this harassment—if you aren't on the Astral Plane, there is a chance of a large earthquake, similar to the effect of playing a drum of earthquake.

Encyclopedia entry

No one knows how old this mighty wizard is, or from whence he came. It is known that, having lived a span far greater than any normal man's, he grew weary of lesser mortals; and so, spurning all human company, he forsook the dwellings of men and went to live in the depths of the Earth. He took with him a dreadful artifact, the Book of the Dead, which is said to hold great power indeed. Many have sought to find the wizard and his treasure, but none have found him and lived to tell the tale. Woe be to the incautious adventurer who disturbs this mighty sorcerer!

References

  1. monst.c in NetHack 3.4.3, line 2482: The Wizard is the only always-unaligned monster in NetHack (though some other monsters can be set to unaligned if generated under special conditions)
  2. teleport.c in NetHack 3.4.3, line 993
  3. His Amulet-stealing attack is handled entirely in mhitm.c, and there are no provisions for mon vs mon spellcasting in mcastu.c.
  4. wizard.c in NetHack 3.4.3, line 405
  5. wizard.c in NetHack 3.4.3, line 38
  6. wizard.c in NetHack 3.4.3, line 733
  7. wizard.c in NetHack 3.4.3, line 551: Specifically, you must not be a demigod to start this counter.
  8. spell.c in NetHack 3.4.3, line 256
  9. allmain.c in NetHack 3.4.3, line 267
  10. polyself.c in NetHack 3.4.3, line 1090
  11. spell.c in NetHack 3.4.3, line 248
  12. mhitm.c in NetHack 3.4.3, line 1129