Difference between revisions of "Ogre"

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(Difficulty of Play: Update play section to reflect their new aptitudes.)
(Strategy: Rewrite the strategy section to reflect new ogre aptitudes.)
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==Strategy==
 
==Strategy==
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]].
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As of 0.20, Ogres have had their maces & flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs. While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay.  Consider other options such as polearms or unarmed - although it is likely that most ogres will still default to giant clubs.
  
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).  
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Large rocks are likewise extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay.  It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts).  Their extremely high damage makes this very worthwhile, but keep an eye on how long it the action will take when you are around dangerous enemies.
  
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).
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Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health. The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.
 
 
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.
 
  
 
===Strategy guides===
 
===Strategy guides===

Revision as of 02:14, 23 June 2017

Version 0.18: 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. 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) and normal base magic points.

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 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.

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

As of 0.20, Ogres have had their maces & flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs. While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay. Consider other options such as polearms or unarmed - although it is likely that most ogres will still default to giant clubs.

Large rocks are likewise extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay. It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts). Their extremely high damage makes this very worthwhile, but keep an eye on how long it the action will take when you are around dangerous enemies.

Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health. The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.

Strategy guides

History

Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy