Difference between revisions of "Ogre"

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*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].
 
*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]].
 
*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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{{species}}
 
{{species}}

Revision as of 04:29, 21 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

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). On the flip side, they are one of the few species that can wield giant clubs and 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, regardless of skill, large rocks can be good to throw against melee enemies. Just mind the delay. Having high Throwing skill will make them even better at killing. As a side benefit, large rocks are more common than both javelins and boomerangs combined.[1]
  • Giant clubs and giant spiked clubs are the strongest melee weapons, but not without their drawbacks. They are two-handed, which means no shield. 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

  • 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 (buffed to compensate for a shield nerf 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