Wizard/EvilHack
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:
- a +0 cloak of magic resistance
- three random scrolls
- a blessed spellbook of force bolt
- a random spellbook for any spell of level 3 or lower, other than force bolt
- three random potions
- two random rings
- a wand of magic missile
- one random wand other than a wand of magic missile
- an uncursed oil lamp (1⁄5 chance or 20%) unless the hero is a drow
- an uncursed blindfold (1⁄5 chance or 20%)
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:
- Draugr, orcish and vampire Wizards will never be given a ring of poison resistance as either of their random rings.
- Draugr Wizards also start with 5 eggs.
- Drow and elven Wizards will never receive rings or wands with a randomized appearance made of iron, and each are additionally given a random non-magical instrument.
- Drow Wizards will also never start with a spellbook of light.
- Dwarf Wizards have a 1⁄4 chance of starting with a +0 pick-axe.
- Giant Wizards are given an amulet of magic resistance and a pair of +0 low boots in place of a cloak of magic resistance, and those that are given a ring of stealth as any of their random rings will have it replaced with a ring of searching. They may also start with random valuable gems.
- Hobbit Wizards start with a tinning kit and two additional stacks of 1-2 random comestibles.
- Illithid and vampire Wizards will never be given a ring of levitation as either of their random rings since they can gain flight, although this is rendered moot for Wizards regardless.
- Orcish Wizards will never receive rings or wands with a randomized appearance made of mithril, and are not given extra food like orcish heroes in most other roles.
- Tortle Wizards are given an amulet of magic resistance and a pair of +0 leather gloves in place of a cloak of magic resistance, and have a 1⁄4 chance of starting with an oilskin sack.
- Vampires will never be given rings or wands with a randomized appearance made of silver.
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:
- scroll of amnesia
- scroll of blank paper
- scroll of fire
- spellbook of blank paper
- potion of acid
- potion of hallucination
- ring of aggravate monster
- ring of hunger
- ring of levitation
- wand of nothing
- wand of wishing
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:
- Level 15: warning
- Level 17: teleport control
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 1⁄5 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
The Wizard pantheon is based on Egyptian mythology. Their first sacrifice gift is Magicbane.
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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