Difference between revisions of "Ogre"

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==Difficulty of Play==
 
==Difficulty of Play==
{{Hard}}
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{{Medium}}
  
Ogres enjoy a number of advantages over other species, but even so, they are extremely difficult to succeed with. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. Their proficiency in Maces & Flails and access to [[giant club]]s/[[giant spiked club]]s allow them to devastate most threats in melee (especially when [[berserk]] or otherwise buffed), but aside from lobbing [[large rock]]s, their ranged options are very limited due to their dreadful magical aptitudes. On top of it all, they have a slightly wider diet than average due to their Saprovore trait, but without being carnivorous their hastened metabolic rate leaves them dangerously vulnerable to starvation and unable to go berserk with impunity. In the end, ogre players must take advantage of their few strengths, utilize every escape route at their disposal, and avoid the overconfidence that accompanies smashing a death yak in a single hit if they intend to survive (at least until they find a [[gold dragon armour]] and enough experience to develop their [[Armour skill]]).
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Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces & Flails, and access to both [[giant spiked club]]s and [[large rock]]s. Despite having terrible magic aptitudes, it is still beneficial for ogres learn a spell or two. Common ogre spells are [[Repel Missiles]] and [[Haste]].
  
{{species_aptitudes|Ogre}}  
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{{species_aptitudes|Ogre}}
  
 
==Strategy==
 
==Strategy==

Revision as of 19:54, 23 January 2014

Version 0.13: 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 Ogre (monster).
Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Their size also makes them hunger more than smaller folk. Ogres mature almost as quickly as Humans.

Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders.

Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates.

Innate Abilities

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Ogres start with the skills and equipment listed for their background, with the following exceptions:

Difficulty of Play

Medium

Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable AC and EV in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces & Flails, and access to both giant spiked clubs and large rocks. Despite having terrible magic aptitudes, it is still beneficial for ogres learn a spell or two. Common ogre spells are Repel Missiles and Haste.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 3 Armour -2 Spellcasting 1
Dodging -1
Maces & Flails -1 Shields 0 Conjurations -1
Axes 0 Stealth -2 Hexes -1
Polearms 0 Summonings -1
Staves 0 Invocations 1 Necromancy -1
Unarmed Combat -1 Evocations -2 Translocations -1
Throwing 0 Shapeshifting -1 Alchemy -1
Fire Magic -1
Short Blades -1 Ice Magic -1
Long Blades -1 Air Magic -1
Ranged Weapons -3 Experience 0 Earth Magic -1

Strategy