Hill Orc

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Revision as of 05:33, 3 May 2014 by Tasonir (talk | contribs) (Updated to version .14 by removing all references to orcish equipment.)
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Version 0.14: 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 as robust as the Minotaurs, yet 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. 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.

Innate Abilities

  • Saprovore 1: Hill Orcs can tolerate rotten meat if they are hungry or worse.
  • Hill Orcs encountering an orc priest are offered the chance to convert to Beogh on the spot.

Hill Orcs have a base Strength of 11, Intelligence of 5 and Dexterity of 6 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Hill Orcs receive the skills and equipment listed for their background, with these exceptions:

Difficulty of Play

SimpleIntermediateAdvanced

Hill Orcs are an easy species to play, because of their high HP and good aptitudes for combat-related skills. Also, having the Saprovore trait makes staying well-fed a little less of a hassle for them. Upon first seeing an orc priest, Hill Orcs can choose to worship Beogh.

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
Short Blades 0 Dodging -2 Conjurations 0
Long Blades 1 Stealth -1 Hexes 0
Axes 3 Shields 1 Charms -1
Maces & Flails 1 Summonings 0
Polearms 1 Necromancy 0
Staves -1 Translocations -2
Unarmed Combat 1 Transmutation -3
Fire Magic 1
Throwing -1 Ice Magic -1 Invocations 3
Slings -1 Air Magic -2 Evocations 0
Bows -1 Earth Magic 0
Crossbows -1 Poison Magic -1 Experience 0