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Orc sorcerer

From Ashenzari's Archive
Version 0.32: This article may not be up to date for the latest stable release of Crawl.
An exceptionally competent orcish wizard, in league with hellish and chthonic forces and motivated by the purest imaginable strain of malevolence.

For a list of all orcs, see list of orcs.


Useful Info

Orc sorcerers are advanced orcish casters which hurl fire, negative energy, and paralysis at you from the back rows while their orcish and demonic allies keep you busy. They don't handle damage well, but it's difficult to take them out before you've suffered some draining or a band of demons has come to their aid. They are found in the Orcish Mines, most often on Orc:2, and occasionally in the Elven Halls.

Spells

Tile Name Damage Range Flags
Bolt of Fire 3d17 6 Wizard flag
Bolt of Draining 3d17 5 Wizard flag
Summon Demon — — Wizard flag
Paralyse — LOS Wizard flag

Tips & Tricks

  • Paralysis is always a deadly spell. Being surrounded by a group of mighted orcs for 5 turns is bound to kill. The orc sorcerer alone can do 255 damage in 5 turns if you don't resist both of its bolt spells.
    • It's ideal to give all monsters a 0% chance of success of paralysis. For orc sorcerers, this requires 135 willpower, a bit over Will+++. Base species, like Humans (3 Will/XL), require XL 19 and external Will++ (or external Will+++) to reach 0% success. The likes of Oni (4 Will/XL) require XL 15 and external Will++ for the same threshold.
    • Blocking line of fire with monsters will at least prevent paralysis.
  • Other than paralysis, they fire strong bolt spells and summon nasty tier-3 demons, such as sixfirhies, sun demons, and malmutating neqoxecs. So even if you have full willpower, it's recommended to take out sorcerers quickly.
  • As spellcasters, they can be silenced, and a phial of floods can waterlog them.

History