Difference between revisions of "Ogre-mage"
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==History== | ==History== | ||
− | In 0.5, they were merged with standard [[ogre]]s. Ogres' fighting aptitudes were generally buffed, and this was when they acquired their unusual property of being very competent at basic spellcasting but very bad at all specific schools of magic. Pre-0.5 ogres were actually even worse than modern ogres at specific schools of magic, with the notable exception of [[Earth | + | In 0.5, they were merged with standard [[ogre]]s. Ogres' fighting aptitudes were generally buffed, and this was when they acquired their unusual property of being very competent at basic spellcasting but very bad at all specific schools of magic. Pre-0.5 ogres were actually even worse than modern ogres at specific schools of magic, with the notable exception of [[Earth Magic]], where they had a 120 aptitude (-1 in the modern system). |
[[Category:Obsolete species]] | [[Category:Obsolete species]] |
Revision as of 05:40, 1 March 2014
- This page is about the player species. For the monster, see Ogre-mage (monster).
Ogre-mages were a separate race of ogres who are unique among the beefier species in their ability to use magic, especially enchantments. Although slighter than their common ogre relatives they nevertheless have great strength and can survive a lot of punishment. They advanced in level very slowly, needing half again as much experience as humans.
As compared to the standard ogres of the time, ogre-mages were generally more competent: they were the equal to or better than their cousins in everything other than Shields and Armour. On the downside, they required more experience to advance in level, had fewer hit points, and could not eat raw meat unless hungry (which pre-0.5 ogres could).
Preferred Classes
Ogre-mages prefer to become Wizards, Conjurers, Necromancers, Fire Elementalists, Ice Elementalists, Air Elementalists, Earth Elementalists, and Venom Mages.
Level Bonuses
- +1 HP every level.
- Average MP.
- +1 strength or intelligence every 5th level.
Skill aptitudes
The lower the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 100 | Armour | 170 | Spellcasting | 91 |
Short Blades | 110 | Dodging | 130 | Conjurations | 100 |
Long Blades | 100 | Stealth | 100 | Enchantments | 80 |
Axes | 100 | Stabbing | 130 | Summonings | 100 |
Maces & Flails | 100 | Shields | 150 | Necromancy | 100 |
Polearms | 100 | Traps & Doors | 150 | Translocations | 100 |
Staves | 100 | Transmutation | 100 | ||
Unarmed Combat | 100 | Invocations | 75 | Divinations | 100 |
Evocations | 75 | ||||
Throwing | 150 | Fire Magic | 100 | ||
Slings | 150 | Ice Magic | 100 | ||
Bows | 150 | Air Magic | 100 | ||
Crossbows | 150 | Earth Magic | 100 | ||
Darts | 150 | Experience | 150 | Poison Magic | 100 |
History
In 0.5, they were merged with standard ogres. Ogres' fighting aptitudes were generally buffed, and this was when they acquired their unusual property of being very competent at basic spellcasting but very bad at all specific schools of magic. Pre-0.5 ogres were actually even worse than modern ogres at specific schools of magic, with the notable exception of Earth Magic, where they had a 120 aptitude (-1 in the modern system).