Hill Orc
This page is about the player species. For the monster, see Orc.
Hill Orcs are Orcs from the upper world who, jealous of the riches which their cousins (the Cave Orcs) possess below the ground, descend in search of plunder and adventure.
Hill Orcs are more robust than Humans, and they have human-like reserves of magical energy. Their forte is brute-force fighting, and they are skilled at using most hand weapons (particularly axes, with which they are experts), though they are not particularly good at using missile weapons. Hill Orcs are passable users of most types of magic and are particularly skilled with Fire. Many Orcs feel superior to all other species and beings, and they have formed a religion around that idea. Only Orcs can worship Beogh, the Orc god. They can join Beogh whenever an orc priest is in sight. |
Contents
Innate Abilities
- Hill Orcs are the only species capable of worshipping Beogh. Hill Orcs encountering an orc priest are offered the chance to convert to Beogh on the spot.
Hill Orcs have a base Strength of 10, Intelligence of 8 and Dexterity of 6 (before Background modifiers) and have normal base magic points.
Preferred Backgrounds
- Warriors: Fighter, Gladiator
- Zealots: Berserker, Abyssal Knight
- Mages: Necromancer, Fire Elementalist
Level Bonuses
- +1 strength every 5th level.
- 10% more hit points than average.
- +3 magic resistance per level.
Starting Skills and Equipment
Hill Orcs receive all the skills and equipment listed for their background, with these exceptions:
- Bread rations are replaced by meat rations.
Difficulty of Play
Simple • Intermediate • Advanced |
Hill Orcs are an easy species to play due to their high HP and good aptitudes for combat-related skills, though their advantages here are somewhat less massive than those of, say, a Minotaur. Instead, they benefit from decent spell aptitudes in a variety of schools, as well as an excellent aptitude for Invocations allowing them a bit more versatility as a caster or through taking advantage of god-given abilities.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 2 | Armour | 1 | Spellcasting | -3 |
Dodging | -2 | ||||
Maces & Flails | 1 | Shields | 1 | Conjurations | 0 |
Axes | 3 | Stealth | -1 | Hexes | 0 |
Polearms | 1 | Summonings | 0 | ||
Staves | -1 | Invocations | 3 | Necromancy | 0 |
Unarmed Combat | 1 | Evocations | 0 | Translocations | -2 |
Throwing | -1 | Shapeshifting | -2 | Alchemy | -2 |
Fire Magic | 1 | ||||
Short Blades | 0 | Ice Magic | -1 | ||
Long Blades | 1 | Air Magic | -2 | ||
Ranged Weapons | -1 | Experience | 0 | Earth Magic | 0 |
History
Prior to 0.15, Hill Orcs had the innate ability Saprovore 1
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |