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"The Sorcerer starts with a +2 robe and various potions. He has both, a staff and a dagger. His skills are with dark magic but he can handle a staff in a fight." - In-game description.

He is the dark version of the wizard, with starting bonuses to dark magic and polearms instead of light and life magic. His available talents are quite different than the wizard, being aimed more at balancing magic and weapons

His female counterpart is the sorceress.

Stats[]

Alignments and Belief[]

Belief System: The Darkness.

"The sorcerer worships the Darkness. He believes that wen they slay a new type of creature n the dungeon, the Darkness takes it to accumulate power, and that this power may answer his pleading." - In-game description.

  • Chaotic Evil;
  • Chaotic Good;
  • Lawful Evil.

Talents[]

Starting Equipment[]

  • Uncursed +0 dagger;
  • Uncursed +0 staff;
  • Uncursed +2 black robe;
  • Ten random identified potions (the blessed and cursed statuses will also be identified).

Starting Skills[]

  • Polearms: 1 Point;
  • Dark Magic: 1 Point.

Starting Pet[]

Strategy[]

The sorcerer starts with no spells or wands. But the sorcerer starts with 10 random potions. These potions are identified, and can be used without fear, and at the correct time. They are also immediate quick cash at a shopkeeper. This converts to very early wands, rings and amulets.

It may take some time to find an offensive spell. You should keep your cat alive so you can use her to fetch items you want to use yourself. You should quickly either find an uncursed offensive spellbook, a bow, or a wand. Keep in mind that Knock and Wizard Lock are both beautiful offensive spells, and should be used extensively. Either of those spells and a bow is extremely deadly.

The high INT and WIS make you remember spells longer, but you can always keep a spell alive in a staff! And the low CHA is offset by taking three levels of Commerce early in the game. Gastronomy is good to keep your pet alive, you should always feed it before yourself until you get some management of curses. Weapon Precision is good if you find a bow, because one level you crit on a 19 and 20, two levels a 18, 19, and 20. Three levels and they don't even make you roll the dice anymore. Wizardry is nice, but much less effective once you find a source of magic regeneration. Magic Precision is good too. Battle Magery isn't very useful with studded leather armor, crystal plate mail, ornate robes or dragon scale mail. 

Since the sorcerer's potions are randomly generated, you can quit and create games until you get at least one potion of gain level, and rarely, two potions.

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