Troll
This page is about the player species. For the monster, see Troll (monster). If you were looking for monstrous trolls in general, see List of trolls.
Trolls are monstrous creatures with powerful claws. They have thick, knobbly skins of any colour from putrid green to mucky brown, which are covered in patches of thick fur.
They are incredibly strong, and regenerate rapidly from even the most terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly. |
Contents
Innate Abilities
- Trolls are large species:
- Like all large creatures, they receive an EV penalty.
- Unlike regular sized species, they can use giant clubs, giant spiked clubs, and large rocks.
- Their bodies do not fit into boots, gloves, helmets, or most body armour (they can only wear robes, animal skins, troll leather armour, and dragon scales). In addition, bucklers are too small for them to use.
- They can attack and move normally in shallow water.
- Tough Skin 1: Trolls get +1 AC.
- Claws 3: Trolls have claws for hands, greatly improving their performance in unarmed combat. Claws deal +6 damage, though they can decapitate hydras.
- Regeneration 1: Trolls heal very quickly (+0.8 HP/turn).
Trolls have a base Strength of 15, Intelligence of 4 and Dexterity of 5 (before Background modifiers) and one less base magic point than normal.
Preferred Backgrounds
- Warriors: Fighter, Monk, Hunter
- Zealots: Berserker
- Warrior-Mages: Warper
- Mages: Hedge Wizard, Earth Elementalist
Level Bonuses
- +1 strength every 3rd level.
- 30% more hit points than average.
- +3 willpower per level.
Starting Skills and Equipment
Trolls start with the skills and equipment listed for their background, with these exceptions:
- Incompatible body armour is replaced with an animal skin or robe.
- Helmets are replaced with hats.
- Bucklers are replaced with kite shields.
- Any Armour skill is replaced with Dodging.
- Javelins are replaced with large rocks.
Difficulty of Play
Simple • Intermediate • Advanced |
Despite terrible aptitudes in many skills, Trolls are a very easy species. They have extremely high health, regenerate quickly, and they excel in Unarmed Combat with their claws. And as they are large, they can throw large rocks. Large rocks have twice as much base damage as the next best Throwing weapon (javelins), while competing with the best actual weapons in that regard, though require a massive skill investment to throw reasonably fast.
While they have a huge health pool, Trolls do tend to have a harder time than most species when it comes to getting good AC and EV. Trolls can only wear hats and cloaks in their peripheral armour slots, and can only wear robes, animal skins, troll leather armour, and the various dragon armours on their torso. The shield slot can help mitigate this, especially as unarmed is already one-handed.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | -2 | Armour | -2 | Spellcasting | -5 |
Dodging | -2 | ||||
Maces & Flails | -1 | Shields | -1 | Conjurations | -3 |
Axes | -2 | Stealth | -5 | Hexes | -4 |
Polearms | -2 | Summonings | -3 | ||
Staves | -2 | Invocations | -1 | Necromancy | -2 |
Unarmed Combat | 0 | Evocations | -3 | Translocations | -3 |
Throwing | -1 | Shapeshifting | -1 | Alchemy | -3 |
Fire Magic | -3 | ||||
Short Blades | -2 | Ice Magic | -3 | ||
Long Blades | -2 | Air Magic | -4 | ||
Ranged Weapons | -4 | Experience | -1 | Earth Magic | -1 |
Strategy
- Trolls should not use unarmed combat against hydras, as your claws will count as non-flaming bladed weapons against them. Large rocks, a potion of lignification, powerful attack wands, god abilities, or simply retreating are all good ways for UC Trolls to deal with hydras.
- As for skill development strategy, Trolls' intelligence and magic aptitudes are some of the worst in the game. This doesn't rule out magic, however; it simply means that Trolls will require a higher investment of experience compared to (almost) any other species. Many low level spells, such as Swiftness, Apportation, Blink, and the like, provide a lot of return for their skill investment. Even higher-level spells are often worth the investment on Trolls, after you have gotten your offense and basic defenses up to snuff.
- Trolls' large size gives a small, direct malus to evasion, which is also hindered by their low dexterity and, to a lesser extent, by their poor Dodging aptitude. Nonetheless, it may be necessary to train Dodging on Trolls if one is having trouble attaining decent AC. Just expect more experience investment to reach good levels of EV.
- As with many species, Evocations can be a great resource. If and when you have access to some of the items such as a box of beasts, wands, or the elemental evocables, Evocations can provide a lot versatility and power from a single skill.
- Also, trolls should not be afraid to run from fights, as their regeneration will help them get back in the green while pillar dancing.
God choice
Religion tends to be a major factor in rounding out one's character, and Trolls are no exception. A few recommendations are below; note that this list is by no means comprehensive or exhaustive.
- Okawaru's Heroism is cheap in piety cost (so use it liberally), comes online extremely fast, and the temporary +5 skill levels increases Unarmed Combat the most. Gifts are guaranteed to fit your large body, which helps in finding a heavy body armour.
- Trog's abilities require no skill training to activate, and provide berserk, willpower, even greater health regeneration, and very strong summons.
- Ignis provides an even stronger 'guarantee' in the early game, but fizzles out at a time where a lack of armour starts to become noticeable.
- Elyvilon offers strong panic buttons and the ability to pacify most dangerous opponents with smite-targeting.
- Jiyva can be a powerful and interesting god choice for Trolls, as for many other characters. Early altars are very rare, but if you see one, consider giving Jiyva a spin. However, if you cannot access Jiyva in the early dungeon, passing up on any god choices until late Lair will dramatically hurt your chances to win the game.
- Ru can be a tempting choice for trolls. By sacrificing skills that you were unlikely to train anyway, you gain access to powerful and useful abilities while your aura of power makes enemies less threatening. Gather the hydras and death yaks together and reveal the annihilating truth to them! Lair has never been easier.
History
- Prior to 0.30, large species (including Trolls) could wield shields more easily, received slightly less SH from kite shields, and moved slowly in shallow water.
- Prior to 0.29, Trolls had a -2 Shields aptitude (buffed due to the large-sized shield nerf in 0.28).
- Prior to 0.28, Trolls had +1 HP/turn regeneration.
- Prior to 0.27, Trolls had Shaggy Fur 1 and two levels of Tough Skin (for net 2 AC), but Regeneration only gave +0.4 HP/turn.
- Prior to the removal of the hunger system in 0.26, trolls had an innate gourmand intrinsic, which helped offset their incredibly fast metabolism (+3 from Fast Metabolism 3, as well as an additional +3 for being a troll). They started with an extra ration to compensate.
- Prior to 0.17, only races with innate claws mutation had extra +2 to hit bonus. That bonus now applies to anyone with the mutation.
- Prior to 0.16, trolls started with the Saprovore 2 mutation.
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 |