Hill giant
Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
hill giant C | |
---|---|
HP | 40-76 |
HD | 11 |
XP | 658 |
Speed | 10 |
AC | 3 |
EV | 4 |
Will | 40 |
Attack1 | 30 (hit: plain)
|
Resistances | rDrown, rWater |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Starting equipment Open doors |
Holiness | Natural |
Size | Giant |
Type | giant, hill giant |
Flags | Speaks Warm-blooded |
A massive, burly humanoid standing taller even than an ogre. Hill giants are uncivilized in every sense of the word, and have few recreational interests beyond smashing things such as you. |
For a list of all giants, see list of giants.
Useful Info
Hill giants are the weakest giants in the game, but that doesn't stop them from being massively more powerful than ogres. They wield giant clubs and giant spiked clubs, and can deal tremendous damage when in melee. They also occasionally generate with throwing nets, greatly increasing their potential danger. You can find them on the middle floors of the Dungeon and the lower floors of the Orcish Mines.
Tips & Tricks
- Their magic resistance isn't too high, so confusion, slow, and other hexes work well against them. Curare needles are also very effective, especially with some other method for dealing damage while kiting.
- If you intend to simply nuke them at range before they can reach you, be careful; they often have enough durability to survive several shots of low-level conjurations, and it doesn't take many swings for them to squish casters in melee.
History
Hill giants were removed in 0.20, being largely replaced by two-headed ogres.