Difference between revisions of "Ogre"

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(Updated to 0.16 - no more extra rations; hunters and artificers no longer start with clubs)
m (Updated History)
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==History==
 
==History==
Pre-[[0.15]], ogres had [[saprovore]] and [[Fast Metabolism]].
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Prior to [[0.16]], ogres started with an extra [[bread ration]]. Also, ogre hunters and artificers began with a [[club]] instead of a [[short sword]].
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 +
Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].
  
 
==Strategy==
 
==Strategy==

Revision as of 12:35, 9 April 2015

Version 0.16: 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

Ogres have a base Strength of 12, Intelligence of 7 and Dexterity of 5 (before Background modifiers).

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

SimpleIntermediateAdvanced

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 entirely possible and very beneficial for ogres to eventually learn a spell or two. Their excellent Spellcasting aptitude allows them to learn and cast any low-level spell fairly easily (though at low spellpower), and eventually mid-level spells that don't rely on too many schools (like Haste) may be worth the investment.

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

History

Prior to 0.16, ogres started with an extra bread ration. Also, ogre hunters and artificers began with a club instead of a short sword.

Prior to 0.15, ogres had Saprovore 1 and Fast Metabolism.

Strategy