Ogre mage
Revision as of 06:09, 21 December 2012 by Ion frigate (talk | contribs) (1 revision: giant and large monsters. that should be all of them)
- 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.