Difference between revisions of "Ogre mage"
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Ion frigate (talk | contribs) m (1 revision: giant and large monsters. that should be all of them) |
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Revision as of 06:09, 21 December 2012
- For Ogre-Mage, the removed player species, see Ogre-Mage.
| ogre mage O | |
|---|---|
| HP | 39 - 73 |
| HD | 10 |
| XP | 1156 |
| Speed | 10 |
| AC | 1 |
| EV | 7 |
| Will | 80 |
| Attack1 | 12 (hit: plain)
|
| Resistances | none |
| Vulnerabilities | none |
| Habitat | land |
| Intelligence | High |
| Uses | Weapons & armour |
| Holiness | Natural |
| Size | Large |
| Type | ogre, ogre |
| Flags | Spellcaster Actual spells See invisible Warm-blooded Evil Speaks |
| A rare breed of ogre, skilled in the use of magic. It usually becomes a chieftain among its kin. |
Useful Info
Ogre mages 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 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.
Spell Sets:
- 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
Tips & Tricks
- By the time you encounter them, their allies shouldn't pose that much threat. Focus on taking the mages out as quickly as possible.
- If you know Mephitic Cloud, you can easily confuse the entire ogre band, causing them to kill each other for you.