Wizard/dNetHack

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In dNetHack, notdNetHack and notnotdNetHack, the Wizard is one of the roles from NetHack that is available to the hero.

Wizards can be of neutral or chaotic alignment, and can be played as humans, incantifiers, elves, drow, gnomes, orcs, vampires, or half-dragons. In notdNetHack, they can also be etherealoids, ents, leprechauns, and salamanders in addition to the listed races, while in notnotdNetHack they can additionally be octopodes.

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.

The following substitutions and racial conditions also apply:

  • Drow Wizards always generate with a wand of darkness, and will have their cloak of magic resistance replaced with droven chain mail. They are also given a potion of sleeping, along with a black signet ring that has 30 doses of sleeping poison and is part of their role's starting inventory rather than additional inventory. Female drow Wizards additionally generate with a khakkhara, an extra spellbook, and a pair of orihalcyon gauntlets.
  • Elven Wizards are additionally given a random non-magical instrument.
  • Incantifier Wizards start with a robe in place of the cloak of magic resistance, both to match incantifiers in other roles and to avoid redundancy with their intrinsic magic resistance. They are also given an extra spellbook in place of the spellbook of force bolt that other incantifier heroes start with, since a Wizard will always start with the spellbook.
  • Orcish Wizards are not given extra food like orcish heroes in other roles, since they are not subject to the equipment replacement that the extra food compensates for.
  • Leprechaun Wizards will be given at least 2000 gold.

Wizards start with knowledge of any applicable racial equipment.

The Wizard's default starting pet is a kitten.

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.

Intrinsics

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

Attributes

Wizards have 75 points to distribute among their starting attributes like most other roles, while descendant Wizards have a total of 65 to distribute. Orcish Wizards have -20 points for a total of 55 to distribute, and descendant orcish Wizards have -25 points for a total of 50. Elven Wizards have +5 points for a total of 80 to distribute, and descendant elven Wizards have -5 points for a total of 70.

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 for NetHack 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. Due to the distribution of attributes having a wider variance among roles and races, these calculations may not be wholly accurate to this set of variants.

Skills

Wizards have the following skills available to them before racial adjustments:

Wizard skills
Max Skills
Basic
Skilled
Expert

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

Special rules

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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. They will also learn their special spell, magic missile, at experience level 14.

Wizards regain energy faster than other roles: their energy regeneration is 2(XL + Wis - 10) + 10 every 90 turns. A worn cornuthaum adds its enchantment to a Wizard's energy regeneration.

Spellbooks and writing

Wizards can write unknown scrolls and spellbooks using a magic marker with much higher success rates than other roles, and unlike other roles their total success rate is not cut to 15 after calculation: they have a high chance of successfully writing spellbooks for spells of 4th level or lower from a spell school they are Skilled in, and can write spellbooks for spells of 6th level or lower from a spell school they are Expert in with near-guaranteed success.

Wizards are warned when they have a significant chance of failing to read an uncursed spellbook:

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

Heroes that are Wizards are one of a handful of character types that can learn additional related spells from particular spellbooks, such as the spells of blizzard and fire storm.

Miscellaneous

Wizards gain +0.5 to-hit per experience level.

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 have a -3 multishot penalty when throwing daggers, effectively limiting them to one thrown dagger at any time.

Wizards spend the least time of all playable roles as a beginner.

A Wizard with teleportitis can teleport at-will starting at experience level 8, rather than XL 12 as with other roles.

Wizards can recognize constellations if their intelligence is high enough.

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.

All three deities have The Necronomicon as their crowning gift for a Wizard or any other hero that worships them, and a hero that is crowned by them with The Necronomicon already generated will instead receive The Book of Infinite Spells.

Apep serves as the chaotic unholy deity for vampire heroes that worship within the pantheon, and the crowning gift given will always be Stormbringer.

Quest

Main article: Wizard quest/dNetHack

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, magic resistance and fast energy regeneration that restores at least one point of power per turn. While worn, the Eye grants 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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