Difference between revisions of "Ogre-mage"

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'''Ogre-mages''' are a separate [[race]] of [[ogre]]s who are unique among the beefier species in their ability to use magic, especially [[enchantment]]s. Although slighter than their common ogre relatives they nevertheless have great [[strength]] and can survive a lot of punishment. They advance in level as slowly as [[High Elf|high elves]]. In contrast to their ogre cousins, ogre-mages have lost the ability to digest [[corpse]]s when not hungry.
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'''Ogre-mages''' were a separate [[race]] of [[ogre]]s who are unique among the beefier species in their ability to use magic, especially [[enchantment]]s. 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 [[human]]s.
  
In 0.5 (test version) they are merged with standard [[ogre]]s.
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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 ==
 
  
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==Preferred Classes==
 
Ogre-mages prefer to become [[Wizard]]s, [[Conjurer]]s, [[Necromancer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, [[Air Elementalist]]s, [[Earth Elementalist]]s, and [[Venom Mage]]s.
 
Ogre-mages prefer to become [[Wizard]]s, [[Conjurer]]s, [[Necromancer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, [[Air Elementalist]]s, [[Earth Elementalist]]s, and [[Venom Mage]]s.
  
== Level Bonuses ==
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==Level Bonuses==
* +1 [[hp]] every level
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*+1 [[HP]] every level.
* +1 [[Strength]] or [[Intel]] every 5 levels
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*Average [[MP]].
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*+1 [[strength]] or [[intelligence]] every 5th level.
  
 
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==History==
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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 especially terrible 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]]

Latest revision as of 16:13, 10 July 2022

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-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

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 especially terrible at specific schools of magic, with the notable exception of Earth Magic, where they had a 120 aptitude (-1 in the modern system).