Difference between revisions of "Ogre"

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(Strategy: updated strategy section to mention shields etc.)
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''This page is about the player [[species]]. For the monster, see [[Ogre (monster)]]. For a list of all monstrous ogres, see [[List of ogres]].''
 
''This page is about the player [[species]]. For the monster, see [[Ogre (monster)]]. For a list of all monstrous ogres, see [[List of ogres]].''
 
{{flavour|Ogres are huge, chunky creatures who are very strong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quickly as Humans.
 
{{flavour|Ogres are huge, chunky creatures who are very strong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quickly as Humans.
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==Innate Abilities==
 
==Innate Abilities==
*[[Good_mutations#Tough_Skin|Tough Skin 1]]: Ogres have +1 [[AC]].
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*Ogres are '''[[Size#Player Sizes|large]]''' species:
*Ogres are [[Size#Player Sizes|large]] creatures. Unlike smaller species, they can use [[giant club]]s and [[giant spiked club]]s, but cannot wear any armour but [[robe]]s, [[cloak]]s, [[hat]]s, [[animal skin]]s, [[troll leather armour]], or [[dragon armour]]. [[Buckler]]s are also too small for them, but they can wield [[shield]]s and [[large shield]]s more easily than normal.
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**Like all large creatures, they receive an [[EV]] and [[Dodging]] penalty.
*Ogres are large enough to attack at normal speed while standing in [[shallow water]] (though they still move slowly through it).
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**Unlike regular sized species, they can use [[giant club]]s[[giant spiked club]]s, and [[large rock]]s.
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**Their bodies do not fit into [[boots]], [[gloves]], [[helmet]]s, or most [[body armour]] (they can only wear [[robe]]s, [[animal skin]]s, [[troll leather armour]], and [[dragon scales]]). In addition, [[buckler]]s are too small for them to use.
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**They can attack and move normally in [[shallow water]].
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*'''[[Tough_Skin|Tough Skin 1]]''': Ogres have +1 [[AC]].
  
Ogres have a base [[Strength]] of 11, [[Intelligence]] of 9 and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].
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Ogres have a base [[Strength]] of 11, [[Intelligence]] of 9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
*'''Warriors:''' [[Hunter]]
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*'''Warriors:''' [[Gladiator]]
*'''Zealots:''' [[Berserker]]
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*'''Zealots:''' [[Berserker]], [[Cinder Acolyte]]
*'''Warrior-mages:''' [[Arcane Marksman]]
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*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Air Elementalist]]
*'''Mages:''' [[Wizard]], [[Fire Elementalist]]
 
  
 
==Level Bonuses==
 
==Level Bonuses==
 
*+1 [[strength]] every 3rd level.
 
*+1 [[strength]] every 3rd level.
 
*30% more [[hit points]] than average.
 
*30% more [[hit points]] than average.
*+4 [[magic resistance]] per level.
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*+4 [[willpower]] per level.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
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*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].  
 
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].  
 
*[[Helmet]]s are replaced with [[hat]]s.
 
*[[Helmet]]s are replaced with [[hat]]s.
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*[[Buckler]]s are replaced with [[kite shield]]s.
 
*Any [[Armour]] skill is replaced by [[Dodging]].
 
*Any [[Armour]] skill is replaced by [[Dodging]].
*Ogre [[hunter]]s are given a choice of [[large rock]]s instead of [[javelin]]s.
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*[[Javelin]]s are replaced with [[large rock]]s.
  
 
==Difficulty of Play==
 
==Difficulty of Play==
 
{{Moderate}}
 
{{Moderate}}
  
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful once trained, with access to both [[giant spiked club]]s and [[large rock]]s. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.
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Ogres have a number of advantages, offset by a similar amount of disadvantages. They have immense HP, and train Fighting faster than any other species. But for a good chunk of the game, Ogres have miserable [[AC]] (can't wear most armour) and [[EV]] (large size, poor dex). On the flip side, they are one of the few species that can wield [[giant club]]s and throw [[large rock]]s.
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Ogres make for good spellcasters, being a large, +30% HP race which is adept at learning magic. They learn all schools equally well, with good Spellcasting skill, and a very minor (-1) aptitude penalty to the other magic schools.
  
 
{{species_aptitudes|Ogre}}
 
{{species_aptitudes|Ogre}}
  
 
==Strategy==
 
==Strategy==
*As of 0.20, Ogres have had their maces & flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs.  While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay.
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Ogres have many different options for skill training:
  
*Because of their inability to wear most armour, ogres can have trouble with defenses. However, ogres can utilize large shields with significantly less skill training than most other species.  
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*[[Large rock]]s are deadly. An unskilled user takes 20 aut to throw one - that's 2 full turns. But even at 0 skill, they can be used to kill melee enemies (just mind the delay). A highly skilled user will throw large rocks quickly, which can be devastating. As a side benefit, large rocks are more common and less likely to [[mulch]] than [[javelin]]s and [[boomerang]]s, ''combined''.<ref>[https://docs.google.com/spreadsheets/d/1-SfdqTkjUkQ9kB9hyJTqt7grYzSDibv-XpPbEEFinCQ/edit#gid=523653744 Objstats 0.29 (Spider + Shoals)]</ref>
  
*Large rocks are extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay. It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts). Their extremely high damage makes this very worthwhile, but keep an eye on how long the action will take when you are around dangerous enemies.
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*[[Giant club]]s and [[giant spiked club]]s are the strongest melee weapons, but they aren't without drawbacks. Giant clubs are two-handed, which means no shield. This can be an issue, especially as Ogres are often stuck with low AC and low EV. They also take considerable skill training to use effectively.
  
*Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health. The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.
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*Ogres are one of the best choices for a high-durability caster. They have +30% HP, but limited body armour, as well as decent magical aptitudes. They work well as both "pure" casters and hybrids.
  
===Strategy guides===
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Other than that, Ogres generally like [[shield]]s, as their high strength helps deal with the encumbrance.
*[[Serfuzz's Ogre Hunter guide]]
 
*[[Davion Fuxa's Ogre guide]]
 
  
 
==History==
 
==History==
*Prior to [[0.20]], ogres had +3 [[Maces & Flails]] aptitude, and were much worse with magic skills.  In 0.20 they were reworked to make their weapon choice less of a "no-brainer" and allow easier access to magic skills.
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*In [[0.31]], Ogres were replaced with [[Oni]], a similar large-sized species.
*Prior to [[0.16]], ogres started with an extra [[bread ration]]. Also, ogre hunters and artificers began with a [[club]] instead of a [[short sword]].
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*Prior to [[0.30]], [[size#Large|large]] species, including ogres, could wield [[shield]]s more easily, received slightly less SH from [[kite shield]]s, and moved slowly in shallow water.
*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].
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*Prior to [[0.29]], Ogres had a -2 [[Shields]] aptitude. This was buffed due to the nerf to large-size shield wearing in 0.28.
*Prior to [[0.13]], ogre hunters and artificers began with a [[short sword]] instead of a [[club]].
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*Prior to [[0.20]], Ogres had +3 [[Maces & Flails]] aptitude, and were much worse with magic skills.  In 0.20 they were reworked to make their weapon choice less of a "no-brainer" and allow easier access to magic skills.
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*Prior to [[0.16]], Ogres started with an extra [[bread ration]]. Also, ogre hunters and artificers began with a [[club]] instead of a [[short sword]].
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*Prior to [[0.15]], Ogres had [[Saprovore]] 1 and [[Fast Metabolism]].
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*Prior to [[0.13]], Ogre Hunters and Artificers began with a [[short sword]] instead of a [[club]].
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==References==
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<references/>
  
 
{{species}}
 
{{species}}

Latest revision as of 03:56, 15 January 2024

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

This page is about the player species. For the monster, see Ogre (monster). For a list of all monstrous ogres, see List of ogres.

Ogres are huge, chunky creatures who are very strong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quickly as Humans.

Their preferred methods of avoiding beatings are dodging and the use of shields, but they can also use armours made from magical hides, since these accommodate their large frames. Ogres are proficient at using all types of melee weapons, yet all sophisticated forms of missile combat are too awkward for them. They are, however, good at throwing things, in particular boulders.

Innate Abilities

Ogres have a base Strength of 11, Intelligence of 9, and Dexterity of 4 (before Background modifiers) and normal base magic points.

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Ogres start with the skills and equipment listed for their background, with the following exceptions:

Difficulty of Play

SimpleIntermediateAdvanced

Ogres have a number of advantages, offset by a similar amount of disadvantages. They have immense HP, and train Fighting faster than any other species. But for a good chunk of the game, Ogres have miserable AC (can't wear most armour) and EV (large size, poor dex). On the flip side, they are one of the few species that can wield giant clubs and throw large rocks.

Ogres make for good spellcasters, being a large, +30% HP race which is adept at learning magic. They learn all schools equally well, with good Spellcasting skill, and a very minor (-1) aptitude penalty to the other magic schools.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 3 Armour -2 Spellcasting 1
Dodging -1
Maces & Flails -1 Shields 0 Conjurations -1
Axes 0 Stealth -2 Hexes -1
Polearms 0 Summonings -1
Staves 0 Invocations 1 Necromancy -1
Unarmed Combat -1 Evocations -2 Translocations -1
Throwing 0 Shapeshifting -1 Alchemy -1
Fire Magic -1
Short Blades -1 Ice Magic -1
Long Blades -1 Air Magic -1
Ranged Weapons -3 Experience 0 Earth Magic -1

Strategy

Ogres have many different options for skill training:

  • Large rocks are deadly. An unskilled user takes 20 aut to throw one - that's 2 full turns. But even at 0 skill, they can be used to kill melee enemies (just mind the delay). A highly skilled user will throw large rocks quickly, which can be devastating. As a side benefit, large rocks are more common and less likely to mulch than javelins and boomerangs, combined.[1]
  • Giant clubs and giant spiked clubs are the strongest melee weapons, but they aren't without drawbacks. Giant clubs are two-handed, which means no shield. This can be an issue, especially as Ogres are often stuck with low AC and low EV. They also take considerable skill training to use effectively.
  • Ogres are one of the best choices for a high-durability caster. They have +30% HP, but limited body armour, as well as decent magical aptitudes. They work well as both "pure" casters and hybrids.

Other than that, Ogres generally like shields, as their high strength helps deal with the encumbrance.

History

  • In 0.31, Ogres were replaced with Oni, a similar large-sized species.
  • Prior to 0.30, large species, including ogres, could wield shields more easily, received slightly less SH from kite shields, and moved slowly in shallow water.
  • Prior to 0.29, Ogres had a -2 Shields aptitude. This was buffed due to the nerf to large-size shield wearing in 0.28.
  • Prior to 0.20, Ogres had +3 Maces & Flails aptitude, and were much worse with magic skills. In 0.20 they were reworked to make their weapon choice less of a "no-brainer" and allow easier access to magic skills.
  • Prior to 0.16, Ogres started with an extra bread ration. Also, ogre hunters and artificers began with a club instead of a short sword.
  • Prior to 0.15, Ogres had Saprovore 1 and Fast Metabolism.
  • Prior to 0.13, Ogre Hunters and Artificers began with a short sword instead of a club.

References

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy