Ogre

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Template:Obsolete This page is about the former player species. For the playable species that replaced Ogre, see Oni. For the monster, see Ogre (monster). For a list of all monstrous ogres, see List of ogres. Template:Flavour

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

Template:Moderate

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, poor dex). On the flip side, they are one of the few species that can wield giant clubs and throw 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.

Template:Species aptitudes

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 even at 0 skill, they can be used to kill melee enemies (just mind the delay). A highly skilled user will throw large rocks quickly, which can be devastating. As a side benefit, large rocks are more common and less likely to mulch than javelins and boomerangs, combined.<ref>Objstats 0.29 (Spider + Shoals)</ref>
  • Giant clubs and giant spiked clubs are the strongest melee weapons, but they aren't without drawbacks. Giant clubs are two-handed, which means no shield. This can be an issue, especially as Ogres are often stuck with low AC and low EV. 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

  • In 0.31, Ogres were replaced with Oni, a similar large-sized species.
  • 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. This was buffed due to the nerf to large-size shield wearing 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.
  • Prior to 0.5, Ogres had generally worse aptitudes across the board (especially with magic schools). This was changed when they were merged with the Ogre-mage species.

References

<references/>

Template:Species