Difference between revisions of "Ogre mage"

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::''For Ogre-Mage, the removed player species, see [[Ogre-Mage]].''
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{{version027}}
 
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''This page is about the monster. For the removed player species, see [[Ogre-Mage]].'' {{list of|ogres}}
 
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{{monster info}}
{{monster
 
|name=ogre mage
 
|glyph={{Magenta|O}}
 
|tile=[[file:ogre mage.png]]
 
|flags={{Spellcaster flag}}<br>{{Actual spells flag}}<br>{{See invisible flag}}<br>{{Warm blood flag}}<br>{{Evil flag}}<br>{{Speaks flag}}
 
|resistances=none
 
|vulnerabilities=none
 
|max_chunks=8
 
|meat={{Contaminated corpse}}
 
|xp=1156
 
|holiness={{Natural}}
 
|magic_resistance=80
 
|hp_range=39 - 73
 
|avg_hp=55
 
|armour_class=1
 
|evasion=7
 
|habitat=land
 
|speed=10
 
|size={{Large}}
 
|item_use={{Weapons armour}}
 
|attack1=12 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=10
 
|base_hp=3
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{High intelligence}}
 
|genus=ogre
 
|species=ogre
 
}}
 
{{Flavour|A rare breed of ogre, skilled in the use of magic. It usually becomes a chieftain among its kin.}}
 
  
 
==Useful Info==
 
==Useful Info==
'''Ogre mages''' are every bit as strong as regular [[ogre (monster)|ogres]], but possess magic on par with much more magically attuned species. They lead packs of ogres and [[two-headed ogre]]s, hasting them or pelting you with powerful [[Conjurations]] from a distance. Depending on which spell set they generate, they may even be able to send players with low [[magic resistance]] to [[the Abyss]]. They can occasionally be found in the middle- and late-[[Dungeon]], as well as in the depths of the [[Orcish Mines]].
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'''Ogre magi''' are every bit as strong as regular [[ogre (monster)|ogres]], but possess magic on par with much more magically attuned species. They lead packs of ogres and [[two-headed ogre]]s, 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]].
  
Spell Sets:
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{{monster spells}}
*A) [[Lehudib's Crystal Spear]] (3d28), [[Bolt of Fire]] (3d18), [[Bolt of Cold]] (3d18), [[Haste Other]], [[Blink]], [[Minor Healing]]
 
*B) [[Iskenderun's Mystic Blast]] (3d15), [[Haste Other]], [[Invisibility]], [[Confuse]], [[Slow]], [[Teleport Self]]
 
*C) [[Lightning Bolt]] (3d17), [[Haste Other]], [[Paralyse]], [[Haste]], [[Confuse]], [[Teleport Self]]
 
*D) [[Sting]] (1d10), [[Lightning Bolt]] (3d17), [[Haste Other]], [[Blink]], [[Banishment]], [[Minor Healing]]
 
*E) [[Throw Flame]] (3d8), [[Fireball]] (3d19), [[Haste Other]], [[Invisibility]], [[Teleport Other]]
 
  
<!--spl-bot-begin-->
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==Tips & Tricks==
==Spells==
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*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.
 
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*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.
{{Spellcaster
 
|number=I
 
|slot1=[[Haste Other]]
 
|slot2=[[Iskenderun's Mystic Blast]] (3d15)
 
|slot3=[[Invisibility]]
 
|slot4=[[Confuse]]
 
|slot5=[[Slow]]
 
|slot6=[[Teleport Self]]
 
}}
 
{{Spellcaster
 
|number=II
 
|slot1=[[Haste Other]]
 
|slot2=[[Lehudib's Crystal Spear]] (3d28)
 
|slot3=[[Blink]]
 
|slot4=[[Bolt of Fire]] (3d18)
 
|slot5=[[Bolt of Cold]] (3d18)
 
|slot6=[[Minor Healing]]
 
}}
 
{{Spellcaster
 
|number=III
 
|slot1=[[Haste Other]]
 
|slot2=[[Paralyse]]
 
|slot3=[[Haste]]
 
|slot4=[[Lightning Bolt]] (3d17)
 
|slot5=[[Confuse]]
 
|slot6=[[Teleport Self]]
 
}}
 
{{Spellcaster
 
|number=IV
 
|slot1=[[Haste Other]]
 
|slot2=[[Sting]] (d10)
 
|slot3=[[Blink]]
 
|slot4=[[Lightning Bolt]] (3d17)
 
|slot5=[[Banishment]]
 
|slot6=[[Minor Healing]]
 
}}
 
{{Spellcaster
 
|number=V
 
|slot1=[[Haste Other]]
 
|slot2=[[Throw Flame]] (3d8)
 
|slot3=[[Invisibility]]
 
|slot4=[[Teleport Other]]
 
|slot5=[[Fireball]] (3d19)
 
|slot6=[[Teleport Other]]
 
}}
 
  
{{clear}}
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==History==
<!--spl-bot-end-->
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*Prior to [[0.27]], ogre magi could have one of three possible spell sets:
 
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**[[Lightning Bolt]] (3d17), [[Haste Other]], [[Slow]], [[Paralyze]], and [[Haste]]
==Tips & Tricks==
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**[[Venom Bolt]] (3d15), [[Haste Other]], [[Confuse]], [[Slow]], and [[Invisibility]]
*By the time you encounter them, their allies shouldn't pose that much threat. Focus on taking the mages out as quickly as possible.
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**[[Bolt of Fire]] (3d18), [[Bolt of Cold]] (3d18), [[Lehudib's Crystal Spear]] (3d28), [[Haste Other]], and [[Blink]]
*If you know [[Mephitic Cloud]], you can easily confuse the entire ogre band, causing them to kill each other for you.
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*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.
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*Prior to [[0.17]], ogre magi could cast [[Teleport Self]].

Latest revision as of 13:26, 28 October 2021

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.

ogre mage OOgre mage.png
HP 36-74
HD 10
XP 949
Speed 10
AC 1
EV 7
Will 80
Attack1 16 (hit: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Large
Type ogre, ogre
Flags
See invisible
Speaks
Warm-blooded
A rare breed of ogre, skilled in the use of magic. It usually becomes a chieftain among its kin.

“The little princess, asleep in her cradle, floated on the water, and at last she was cast up on the shore of a beautiful country, where, however, very few people dwelt since the ogre Ravagio and his wife Tourmentine had gone to live there-for they ate up everybody. Ogres are terrible people. When once they have tasted raw human flesh they will hardly eat anything else, and Tourmentine always knew how to make some body come their way, for she was half a fairy.”
-Marie-Catherine Le Jumel de Barneville, Baronne d’Aulnoy, “’Orangier et l’Abeille”. 1697.

“NO. Layers. Onions have layers. Ogres have layers. Onions have layers. You get it? We both have layers.”
-Shrek. 2001.

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.

Spells

Spell set I
Slot1 Bolt of Magma (3d18) Wizard flag
Slot2 Haste Other Wizard flag
Slot3 Paralyse Wizard flag
Slot4 Invisibility Wizard flag

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