Difference between revisions of "Hill Orc"

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''This page is about the player [[species]]. For the monster, see [[Orc]].''
 
''This page is about the player [[species]]. For the monster, see [[Orc]].''
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{{flavour|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 a subspecies of [[orc]]s - ugly, crude, and warlike humanoids whom the more civilized races often consider [[monster]]s. They have descended into the [[Dungeon]] in search of adventure and plunder, even if it comes at the expense of their cousin cave orcs - or anyone else who gets in their way. Like [[high elf|elves]] and [[deep dwarves]], their species has their own style of equipment, which they receive bonuses for using, especially if they worship their malevolent god [[Beogh]].  
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Hill Orcs are more robust than Humans. 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.
  
Hill orcs are more robust than [[human]]s, and their aptitudes are weighted in favor of brute-force melee rather than ranged combat, stealth, or magic. The religious path is also viable for them, as they perform well as servants of the [[list of chaotic gods|chaotic gods]], [[the Shining One]], [[Trog]], and especially their own [[Beogh]], the latter of whom can make dealing with the [[Dungeon]]'s many cave orcs easier. They can also become passable spellcasters, at least in the realms of [[Conjurations]], [[Necromancy]], and most of the elemental realms. Hill Orcs advance in level as quickly as [[human]]s.
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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 even without an altar whenever an orc priest is in sight.}}
  
 
==Innate Abilities==
 
==Innate Abilities==
*[[Saprovore 1]]: Hill Orcs can tolerate rotten meat if they are [[hungry]] or worse.
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*Hill Orcs are the only species capable of worshipping [[Beogh]]. Hill Orcs that can see a conscious [[orc priest]] or [[orc high priest]] are offered the chance to convert to Beogh on the spot.
*Bonus when using orcish equipment. For Hill Orcs, orcish armour impedes spellcasting less than other armours, and improves their effective [[Armour]] skill. They do slightly more damage when using orcish weapons.
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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==
 
==Preferred Backgrounds==
Hill Orcs prefer to become [[Fighter]]s, [[Gladiator]]s, [[Monk]]s, [[Berserker]]s, [[Abyssal Knight]]s, [[Death Knight]]s, [[Priest]]s, [[Healer]]s, [[Skald]]s, [[Necromancer]]s, [[Fire Elementalist]]s, [[Earth Elementalist]]s, and [[Artificer]]s.
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*'''Warriors:''' [[Fighter]], [[Monk]]
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*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Cinder Acolyte]]
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*'''Mages:''' [[Fire Elementalist]]
  
 
==Level Bonuses==
 
==Level Bonuses==
*Hill Orcs gain a Strength increase every 5 levels starting at level 5.
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*+1 [[strength]] every 5th level.
*Hill Orcs have 10% more HP than average.
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*10% more [[hit points]] than average.
*Hill Orcs have average MP.
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*+3 [[willpower]] per level.
*Hill Orcs gain 2 magic resistance per level.
 
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Hill Orcs receive the skills and equipment listed for their background, with these exceptions:
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Hill Orcs receive all the skills and equipment listed for their background.
*[[Bread ration]]s are replaced by [[meat ration]]s.
 
*All weapons and armor are orcish quality, where such variants exist.
 
  
 
==Difficulty of Play==
 
==Difficulty of Play==
 
{{Beginner}}
 
{{Beginner}}
  
Hill Orcs are an easy species to play, because of their high HP and good aptitudes for combat-related skills. Having the Saprovore trait also makes staying well-fed a little less of a hassle for them, too. Hill Orcs can worship [[Beogh]] to make the orc-filled early game and [[Orcish Mines]] significantly easier. The orcish gear bonus is also notable, as orcish equipment is much more common than dwarven or elven equipment.  
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Hill Orcs are easy to play, due to their high HP and good aptitudes for melee skills. They have excellent skill in [[Invocations]], making them better at using certain [[god]]s' abilities. Also, Hill Orcs are alright at magic, with decent aptitudes in a variety of spell schools.
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===Compared to Minotaur===
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Melee Hill Orcs are very similar to [[Minotaur]]s. Their differences are listed below:
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*Minotaurs deal somewhat more damage in combat, due to having [[Horns]]. This can make a difference, especially in the early Dungeon.
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*Minotaurs have better defensive aptitudes ([[Armour]], [[Dodging]], [[Shields]]). Hill Orcs are better at Invocations.
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*Minotaurs are worse at Axes, but better at other weapon skills.
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*Minotaurs are terrible at all magic schools.
  
{{aptitudes
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Overall, the differences are slight. For a "pure" melee build, Minotaur edges out. But they are both strong species; games are rarely lost because you picked one over the other. (It's worth noting that [[Trog]], one of the most popular 'melee gods', doesn't rely on the Invocations skill at all.)
|arm = 1
 
|ddg = -2
 
|sth = -1
 
|stb = 2
 
|shd = 1
 
|t&d = 0
 
|inv = 3
 
|evo = 1
 
|exp = 0
 
|fgt = 2
 
|sbl = 0
 
|lbl = 1
 
|axs = 3
 
|m&f = 1
 
|pla = 1
 
|stv = -1
 
|u_c = 1
 
|thr = 0
 
|slg = -1
 
|bws = -1
 
|crb = -1
 
|spc = -3
 
|coj = 0
 
|hex = 0
 
|cha = -1
 
|sum = 0
 
|nec = 0
 
|trl = -2
 
|trm = -3
 
|fir = 1
 
|ice = -1
 
|air = -2
 
|ear = 0
 
|poi = -1
 
}}
 
  
==Strategy==
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{{species_aptitudes|Hill Orc}}
[[Demos%27_Hill_Orc_Priest_guide]]
 
  
[[Category:Species]]
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==History==
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{{CBA|0.32|Hill Orcs will be replaced with [[Mountain Dwarves]].}}
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*Prior to the changes to [[ration]]s in [[0.21]], Hill Orcs would always start with [[meat ration]]s instead of [[bread ration]]s.
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*Prior to [[0.15]], Hill Orcs had the innate [[Saprovore|Saprovore 1]] mutation.
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*In [[0.10]], Hill Orcs received several aptitude changes to accommodate the removal of [[Mountain Dwarves]]. It is this version where they gained the +3 Invocations aptitude (+2 before the global Invocations buff was removed), a positive Fire Magic aptitude, and marginally better spellcasting stats.
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*Prior to [[0.8]], Hill Orcs received only +2 [[MR]] per level.
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*Prior to [[0.6]], Hill Orcs received +3 [[magic resistance]] points per level.
  
[[Category:Orc]]
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{{species}}

Latest revision as of 21:11, 14 February 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

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. 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 even without an altar whenever an orc priest is in sight.

Innate Abilities

  • Hill Orcs are the only species capable of worshipping Beogh. Hill Orcs that can see a conscious orc priest or orc high 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

Level Bonuses

Starting Skills and Equipment

Hill Orcs receive all the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Hill Orcs are easy to play, due to their high HP and good aptitudes for melee skills. They have excellent skill in Invocations, making them better at using certain gods' abilities. Also, Hill Orcs are alright at magic, with decent aptitudes in a variety of spell schools.

Compared to Minotaur

Melee Hill Orcs are very similar to Minotaurs. Their differences are listed below:

  • Minotaurs deal somewhat more damage in combat, due to having Horns. This can make a difference, especially in the early Dungeon.
  • Minotaurs have better defensive aptitudes (Armour, Dodging, Shields). Hill Orcs are better at Invocations.
  • Minotaurs are worse at Axes, but better at other weapon skills.
  • Minotaurs are terrible at all magic schools.

Overall, the differences are slight. For a "pure" melee build, Minotaur edges out. But they are both strong species; games are rarely lost because you picked one over the other. (It's worth noting that Trog, one of the most popular 'melee gods', doesn't rely on the Invocations skill at all.)

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

  • In 0.32, Hill Orcs will be replaced with Mountain Dwarves.
  • Prior to the changes to rations in 0.21, Hill Orcs would always start with meat rations instead of bread rations.
  • Prior to 0.15, Hill Orcs had the innate Saprovore 1 mutation.
  • In 0.10, Hill Orcs received several aptitude changes to accommodate the removal of Mountain Dwarves. It is this version where they gained the +3 Invocations aptitude (+2 before the global Invocations buff was removed), a positive Fire Magic aptitude, and marginally better spellcasting stats.
  • Prior to 0.8, Hill Orcs received only +2 MR per level.
  • Prior to 0.6, Hill Orcs received +3 magic resistance points per level.
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