Difference between revisions of "Ogre"
(→Innate Abilities: hats, too.)
(→Difficulty of Play: Update play section to reflect their new aptitudes.)
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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
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 , with access to both [[giant spiked club]]s and [[large rock]]s. , is . learn and easily level spellsschools () .
Revision as of 02:06, 23 June 2017
| Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. 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.
- Tough Skin 1: Ogres have +1 AC.
- Ogres are large creatures. Unlike smaller species, they can use giant clubs and giant spiked clubs, but cannot wear any armour but robes, cloaks, hats, animal skins, troll hides, troll leather armours, dragon hide, or dragon armour. Bucklers are also too small for them, but they can wield shields and large shields more easily than normal.
- Ogres are large enough to attack at normal speed while standing in shallow water (though they still move slowly through it).
Starting Skills and Equipment
Ogres start with the skills and equipment listed for their background, with the following exceptions:
- Incompatible body armour is replaced with an animal skin or robe.
- Helmets are replaced with hats.
- Meat rations replace bread rations.
- Any Armour skill is replaced by Dodging.
- Ogre hunters are given a choice of large rocks instead of javelins.
Difficulty of Play
|Simple • Intermediate • Advanced|
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 once trained, with access to both giant spiked clubs and large rocks. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.
The higher the value, the better the aptitude.
|Maces & Flails||-1||Summonings||-1|
Playing an ogre can make it very tempting to wield the first giant club or giant spiked club you chance upon (likely stripped off another dead ogre). While doing so can dramatically increase your weapon damage, it will often have the exact opposite effect on your attack speed.
Remember that the two are among the slowest Maces & Flails weapons in the game and require a Maces & Flails skill of 14 and 16, respectively, to achieve even an "average" attack speed (let alone the 20 and 22 for the fastest speed attainable).
For much of the early game, your Maces & Flails skill will be considerable lower than this, and you may be better served wielding a lighter weapon with a less demanding skill requirement for speed, such as a flail, mace, or even a whip (preferably of the randart variety).
You can check your attack speed using the '@' command or checking the item description, and wait until it reaches point where you are comfortable with the speed of a 'big' weapon. Be patient - keep in mind that Maces & Flails is the ogres most gifted aptitude; it won't take long to reach higher levels. You don't want to end up like the ogre you took it from!
Also, bear in mind that large rocks are contrary to all the above; their hefty size has evidently no bearing upon the speed of throwing them. As an ogre, you are encouraged to collect and hurl them at foes as soon as you might acquire them.
- 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.
- Prior to 0.13, ogre hunters and artificers began with a short sword instead of a club.
|Simple||Hill Orc • Minotaur • Merfolk • Gargoyle • Draconian • Halfling • Troll • Ghoul|
|Intermediate||Human • Kobold • Demonspawn • Centaur • Spriggan • Tengu • Deep Elf • Ogre • Deep Dwarf • Gnoll|
|Advanced||Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Barachi • Mummy|