Difference between revisions of "Ogre (monster)"
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | Apart from being very strong, ogres have no special abilities. Taking them out at range is safe, so long as you keep your distance, but melee characters will want to drink a [[potion of speed]] or [[potion of might]] beforehand for an extra edge. Softening them up at range or confusing them first is also advisable. Characters wearing [[plate | + | Apart from being very strong, ogres have no special abilities. Taking them out at range is safe, so long as you keep your distance, but melee characters will want to drink a [[potion of speed]] or [[potion of might]] beforehand for an extra edge. Softening them up at range or confusing them first is also advisable. Characters wearing [[plate armour]] can often rely on their [[guaranteed damage reduction]] to protect them, but this is not infallible. |
Revision as of 08:19, 29 January 2013
ogre O | |
---|---|
HP | 16 to 40 |
HD | 5 |
XP | 119 |
Speed | 10 |
AC | 1 |
EV | 6 |
Will | 20 |
Attack1 | 17 (hit: plain)
|
Resistances | none |
Vulnerabilities | none |
Habitat | land |
Intelligence | Normal |
Uses | Starting equipment |
Holiness | Natural |
Size | Large |
Type | ogre, ogre |
Flags | Warm-blooded Speaks |
A larger, uglier and fatter relative of orcs and goblins. |
Useful Info
Ogres are early dangerous monsters which often appear alone on D:3, and in packs with two-headed ogres and ogre mages later on. They usually wield giant clubs or giant spiked clubs, but may carry great maces or dire flails instead.
Low level characters should be warned that ogres deal enormous damage per hit (20-30 HP), and can easily one-shot weaker characters. However, they have no resistances and give a good amount of experience.
Tips & Tricks
Apart from being very strong, ogres have no special abilities. Taking them out at range is safe, so long as you keep your distance, but melee characters will want to drink a potion of speed or potion of might beforehand for an extra edge. Softening them up at range or confusing them first is also advisable. Characters wearing plate armour can often rely on their guaranteed damage reduction to protect them, but this is not infallible.