Difference between revisions of "Ogre"

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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 once trained, with access to both [[giant spiked club]]s and [[large rock]]s. 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 with only a very minor (-1) aptitude penalty.
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Ogres have a number of advantages, offset by a similar amount of disadvantages. They have immense HP, and train Fighting faster than any other species. But for a good chunk of the game, Ogres have miserable [[AC]] (can't wear most armour) and [[EV]] (large size). On the flip side, they are one of the few species that can wield [[giant club]]s and [[large rock]]s.
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Ogres make for good spellcasters, being a large, +30% HP race which is adept at learning magic. They learn all schools equally well, with good Spellcasting skill, and a very minor (-1) aptitude penalty to the other magic schools.
  
 
{{species_aptitudes|Ogre}}
 
{{species_aptitudes|Ogre}}
  
 
==Strategy==
 
==Strategy==
*Ogres are one of the few species capable of wielding giant clubs. While giant weaponry has the highest base damage of all melee weapons, it will take quite a bit of training with a low aptitude to get them to a usable level of accuracy and attack delay.
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Ogres have many different options for skill training:
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* [[Large rock]]s are deadly. An unskilled user takes 20 aut to throw one - that's 2 full turns. But, regardless of skill, large rocks can be good to throw against melee enemies. Just mind the delay. Having high Throwing skill will make them even better at killing. As a side benefit, large rocks are more common than both [[javelin]]s and [[boomerang]]s combined.<ref>[https://docs.google.com/spreadsheets/d/1-SfdqTkjUkQ9kB9hyJTqt7grYzSDibv-XpPbEEFinCQ/edit#gid=523653744 Objstats 0.29]</ref>
  
*Because of their large [[size]] and inability to wear most armour, ogres can have trouble with defenses. However, ogres can utilize large shields with significantly less skill training than most other species.  
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* [[Giant club]]s and [[giant spiked club]]s are the strongest melee weapons, but not without their drawbacks. They are two-handed, which means no shield. They also take considerable skill training to use effectively.
  
*Large rocks are 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 the action will take when you are around dangerous enemies.
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* Ogres are one of the best choices for a high-durability caster. They have +30% HP, but limited body armour, as well as decent magical aptitudes. They work well as both "pure" casters and hybrids.
  
*With only -1 in all spell schools and a strong spellcasting aptitude, they are one of the best choices for a high durability spellcaster.  The ability to mix brute strength with adequate spellcasting is what sets them apart from [[troll]]s, who are generally better at purely physical builds.
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Other than that, ogres generally like [[shield]]s, as their high strength helps deal with the encumbrance.
  
 
==History==
 
==History==

Revision as of 05:28, 21 June 2023

Version 0.30: 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). For a list of all monstrous ogres, see List of ogres.

Ogres are huge, chunky creatures who are very strong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quickly as Humans.

Their preferred methods of avoiding beatings are dodging and the use of shields, but they can also use armours made from magical hides, since these accommodate their large frames. Ogres are proficient at using all types of melee weapons, yet all sophisticated forms of missile combat are too awkward for them. They are, however, good at throwing things, in particular boulders.

Innate Abilities

Ogres have a base Strength of 11, Intelligence of 9, and Dexterity of 4 (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 have a number of advantages, offset by a similar amount of disadvantages. They have immense HP, and train Fighting faster than any other species. But for a good chunk of the game, Ogres have miserable AC (can't wear most armour) and EV (large size). On the flip side, they are one of the few species that can wield giant clubs and large rocks.

Ogres make for good spellcasters, being a large, +30% HP race which is adept at learning magic. They learn all schools equally well, with good Spellcasting skill, and a very minor (-1) aptitude penalty to the other magic schools.

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

Ogres have many different options for skill training:

  • Large rocks are deadly. An unskilled user takes 20 aut to throw one - that's 2 full turns. But, regardless of skill, large rocks can be good to throw against melee enemies. Just mind the delay. Having high Throwing skill will make them even better at killing. As a side benefit, large rocks are more common than both javelins and boomerangs combined.[1]
  • Giant clubs and giant spiked clubs are the strongest melee weapons, but not without their drawbacks. They are two-handed, which means no shield. They also take considerable skill training to use effectively.
  • Ogres are one of the best choices for a high-durability caster. They have +30% HP, but limited body armour, as well as decent magical aptitudes. They work well as both "pure" casters and hybrids.

Other than that, ogres generally like shields, as their high strength helps deal with the encumbrance.

History

  • Prior to 0.30, large species (including ogres) could wield shields more easily, received slightly less SH from kite shields, and moved slowly in shallow water.
  • Prior to 0.29, ogres had a -2 Shields aptitude (buffed to compensate for a shield nerf in 0.28).
  • Prior to 0.20, ogres had +3 Maces & Flails aptitude, and were much worse with magic skills. In 0.20 they were reworked to make their weapon choice less of a "no-brainer" and allow easier access to magic skills.
  • 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.
Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy