Ogre mage
- For Ogre-Mage, the removed player species, see Ogre-Mage.
ogre mage O | |
---|---|
HP | 36-71 |
HD | 10 |
XP | 926 |
Speed | 10 |
AC | 1 |
EV | 7 |
Will | 80 |
Attack1 | 12 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Large |
Type | ogre, ogre |
Flags | See invisible Speaks Warm-blooded |
A rare breed of ogre, skilled in the use of magic. It usually becomes a chieftain among its kin.
“The little princess, asleep in her cradle, floated on the water, and at last she was cast up on the shore of a beautiful country, where, however, very few people dwelt since the ogre Ravagio and his wife Tourmentine had gone to live there-for they ate up everybody. Ogres are terrible people. When once they have tasted raw human flesh they will hardly eat anything else, and Tourmentine always knew how to make some body come their way, for she was half a fairy.” |
Useful Info
Ogre magi 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 be found in the later portions of the Dungeon and the Orcish Mines, and all throughout the Depths and the Vaults.
Spells
Spell set I | ||
---|---|---|
Slot1 | Haste Other | Wizard flag |
Slot2 | Iskenderun's Mystic Blast (3d15) | Wizard flag |
Slot3 | Invisibility | Wizard flag |
Slot4 | Confuse | Wizard flag |
Slot5 | Slow | Wizard flag |
Slot6 | Teleport Self | Emergency flag, Wizard flag |
Spell set II | ||
---|---|---|
Slot1 | Haste Other | Wizard flag |
Slot2 | Lehudib's Crystal Spear (3d28) | Wizard flag |
Slot3 | Blink | Wizard flag |
Slot4 | Bolt of Fire (3d18) | Wizard flag |
Slot5 | Bolt of Cold (3d18) | Wizard flag |
Slot6 | Minor Healing (2d5) | Emergency flag, Wizard flag |
Spell set III | ||
---|---|---|
Slot1 | Haste Other | Wizard flag |
Slot2 | Paralyse | Wizard flag |
Slot3 | Haste | Wizard flag |
Slot4 | Lightning Bolt (3d17) | Wizard flag |
Slot5 | Confuse | Wizard flag |
Slot6 | Teleport Self | Emergency flag, Wizard flag |
Spell set IV | ||
---|---|---|
Slot1 | Haste Other | Wizard flag |
Slot2 | Sting (d10) | Wizard flag |
Slot3 | Blink | Wizard flag |
Slot4 | Lightning Bolt (3d17) | Wizard flag |
Slot5 | Banishment | Wizard flag |
Slot6 | Minor Healing (2d5) | Emergency flag, Wizard flag |
Spell set V | ||
---|---|---|
Slot1 | Haste Other | Wizard flag |
Slot2 | Throw Flame (3d8) | Wizard flag |
Slot3 | Invisibility | Wizard flag |
Slot4 | Teleport Other | Wizard flag |
Slot5 | Fireball (3d19) | Wizard flag |
Tips & Tricks
- By the time you encounter ogre mages, their mundane allies shouldn't pose that much threat. While you'll want to avoid letting half a dozen hasted ogres beat on you with giant spiked clubs, you should still focus on taking the magi out as quickly as possible. They don't have too much spell power behind their spells, but Banishment and Lehudib's Crystal Spear are never laughing matters.
- If you know Mephitic Cloud, repeated castings will allow you to confuse the ogre band, causing them to kill each other for you. Even so, if you have access to spells that deal heavy damage to multiple enemies, these will get the job done much faster and more reliably.