Description
Ogres are the largest and strongest of the races, averaging over seven feet in height. They resemble enormous humans, but tend to be almost hairless. While Ogres often organize into tightly-knit communities, they tend not to interact much with the other races. Their cities are usually located in mountainous or hilly areas, and their buildings are made from stones so large that no other people would be able to move them. Because of their massive size and strength, Ogres make excellent fighters, and they are always greatly feared by their enemies. Their thick skins provide them a bonus to their armor resistance which increases as they gain in experience and makes them resistant to extreme heat and cold. They also tend to be a bit dull-witted and thus somewhat open to mental attacks. Their lack of intellect also prevents Ogres from using magic very well, and their massive size makes them ineffective as thieves. Ogres typically have poor vision, and their ranged combat abilities suffer from it. Ogres suffer from 50% increased distance penalties in combat. (for more information, see HELP MYOPIA) Ogres' racial ability is to gain twice as much a damage bonus from heavy weapons. (for more information, see HELP WEIGHT)
Racial hand-to-hand damage: bash Class availability: Mage: Wizard Ranger Warrior: Barbarian Valkyrie Cleric: Shaman Witch Thief: Rogue Bard Knave
Maximum racial stats (before class bonuses): (average is 17) Strength: 22 Vitality: 22 Knowledge: 15 Luck: 15 Wisdom: 15 Courage: 16 Agility: 15 Sanity: 15 Personality: 15
Maximum racial vital attributes: (average is 2000) Hit Points: 2600 Spell Points: 1600 Stamina: 2500
Racial skills:
Passive racial skills:
- bash — smash an opponent over the head with your shield, or horns if a minotaur
- enhanced damage — learn specific moves in order to maximize damage inflicted on a target.
- battle rage — increases damage during longer combat sessions
- sweep — a technique barbarians can use to spin around with a bladed weapon, striking up to six enemies in the room
- myopia — difficulty seeing objects at range, increasing distance penalties by 15%
- thick-skinned — heat and cold have a difficult time penetrating thick skin
- weak-willed — those with weak minds are easily influence by mentalists
- tough hide — sufficiently tough skin is indistinguishable from armor