Ogre mage
Version 0.27: This article may not be up to date for the latest stable release of Crawl.
This page is about the monster. For the removed player species, see Ogre-Mage. For a list of all ogres, see list of ogres.
Script error
Useful Info
Ogre magi are every bit as strong as regular ogres, but possess magic on par with much more magically attuned species. They lead packs of ogres and two-headed ogres, hasting them or pelting you with powerful Conjurations from a distance. Depending on which spell set they generate, they may even be able to paralyse players with low willpower. They can be found in the later portions of the Dungeon and the Orcish Mines, and all throughout the Depths and the Vaults.
Script error
Tips & Tricks
- By the time you encounter ogre magi, their mundane allies shouldn't pose that much threat. While you'll want to avoid letting half a dozen hasted ogres beat on you with giant spiked clubs, you should still focus on taking the mage out as quickly as possible. They don't have too much spell power behind their spells, but paralysis and Bolt of Magma are never laughing matters.
- If you know Mephitic Cloud, repeated castings will allow you to confuse the ogre band, causing them to kill each other for you. Even so, if you have access to spells that deal heavy damage to multiple enemies, these will get the job done much faster and more reliably.
History
- Prior to 0.27, ogre magi could have one of three possible spell sets:
- Lightning Bolt (3d17), Haste Other, Slow, Paralyze, and Haste
- Venom Bolt (3d15), Haste Other, Confuse, Slow, and Invisibility
- Bolt of Fire (3d18), Bolt of Cold (3d18), Lehudib's Crystal Spear (3d28), Haste Other, and Blink
- Prior to 0.19, they could cast Banishment, Iskenderun's Mystic Blast, Minor Healing, Sting, Throw Flame, Fireball, and Teleport Other. Also, ogre magi had five spell sets instead of three.
- Prior to 0.17, ogre magi could cast Teleport Self.