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Wrongly dubbed by those who fear them as Tank Mages, the Ogre Magi
is a special breed who leads their people in battle against those who
seek to enslave others. For centuries the Lord of Terror enslaved Ogres
and Trolls (see below), until the gift of magic was passed to them by
a kind sympathizer. Several in each tribe have since trained their bodies
in the ways of magic as well as might in an effort to oppose their foes.
Weapons: Ogres
are well known for the clubs and mauls that they wield. No swords or axes
are allowed. If a club is used, so may a shield, as long as it is +all,
+strength, or with fast block. Sometimes they enjoy to bash their opponents
with a shield for a quicker attack. To the ogre, a 'club' = club, spiked
club, morning star.
Stats: Ogres
are extremely strong creatures, and seek to restore the even greater strength
they once had. +str and +all items are strongly preferred, and will always
be selected over +magic or resistances. Ogre Magi will put at least 3
points into strength per level until they have maxed STR (which does NOT
take long :-)
Armor: The
highest possible AC items are top choices for Ogre Magi, although one
that gives a large +str bonus may be chosen as well. If the prefix is
blessed or better for AC, the suffix may be +dex or +magic, otherwise
the suffix may only be +str or +all. Rags, capes, cloaks are never suitable.
Unique items which are +mana are not allowed (ie Naj's Plate, Royal Circlet,
Thinking Cap).
Spells: the
Ogre Magi are by no means muscle mage! They love to cast spells of devastating
power, but not off in the distance or by wearing items that sap their
strength. They strongly prefer to use mana for offense and armor and hit
points for defense, so mana shield would be used only under extreme circumstances.
Due to their hatred of enslavement, they are also extremely loathe to
cast stone curse, and will do so only in dire emergencies.
Arch-enemies:
One time close kin to ogres, the overlords have become corrupted to serve
the evil one and are bitter enemies with the Ogre Magi. The Butcher should
not survive any game the Ogre Magi enters.
Other favorites:
The Overlord's Helm (as an insult to their enemies) and Fool's Crest are
quite nice, as is Cranium Basher, and Civerb's Cudgel.
Items: most
Ogre Magi think Harmony items are for sissies. A +mana jewel may be worn
only if also +all/str/dex/vit/hp. A +magic jewel may only be worn if it
gives a need resistance, and if a different +str jewel is not needed or
available.
Misc: Ogre
Magi have a strong affinity for the Earth and some strive to become Earth
Elemental Wizards (forgoing the latter's use of a staff). Note that the
lack of mana shield and requirement to wear heaviest armor (90 Str) does
not leave many slots for dex or hit points, both of which are very helpful,
eg a realistic setup for a mid 30's might be AFP, Masters's Club of Titans,
Jade Shield of Tiger, Saintly Great Helm of Mammoth, Obs/Hvns Amulet,
Jade Ring of Lion, Dragon's Ring of Heavens. This would give >= 90 Str,
Dex ~110, an AC of around 225, a hit point bonus of 200, max resists,
and about 150 more mana than BNMs. With Zods and AFPStars you could do
better, but good luck finding. Play style would be intermediate between
a regular battle style mage and a muscle mage, doing a lot of casting,
but smashing things that get too close, with a higher emphasis on hit
points than either of those two.
Gnolls
Llike-minded Warriors who seek above all else the protection of steel
and the power of high strength. The Gnoll will put at least 3 pts each
lvl into Strength, prefers bashing (blunt) weapons, is not too keen on
using a shield (but will do so if +all or +str). (Why block an enemy when
you can just slay him?!) Other favorites and restrictions are the same
as for the Ogre Magi.
Ogre Barbarians
When it came time to receive their brains, the Ogre Magi got a double
portion and the Ogre Barbarians got the short end of the stick. They are
a subclass of Barbarians, following their rules, with these exceptions:
+str items are allowed, as are the Demonspike Coat, Gladiator's Bane,
A club, Maul or Hammer is used instead of a sword, and the unique items
Cranium Basher, Gnarled Root, Cudgel, Hammer of Jholm and Protector may
be used. They do not fear healing or portal spells from Ogre Magi.
Trolls
A sister race to the Ogre Magi who fell under the same enslavement and
share the same hatred for Diablo and his overlords. Trolls are well known
for their axes, throwing axes and clubs, and will not use standard swords
or bows. They share a love for magic, strong protective armor, and strength.
Yet the troll also recognizes the importance of dexterity. *ANY* weapon
of piercing, bashing, puncturing, or knockback (this includes Windforce
and the Grizzly). To the list of favorites above add all Unique Axes,
which make trolls drool. Suitable suffixes for armor and weapons also
include +hp, +dex as well as +all and +str, but trolls do not use shields
except for the Split Skull Shield, one forged by Master Troll Craftsmen
of old. Note that vs melee opponents the troll prefers an axe or club
over her throwing axe Windforce. While Trolls also hate enslavement, they
seen turnabout as fair play and may use stone curse.
Orc Captain For Heroes of Might and Magic Fans...
This husky soldier is master of the crossbow, which he receives as soon
as he enters the military. He is well liked by the Ogres, Gnolls and Trolls
above, but leaves the heavy armor to them. Totally unskilled in the use
of other weapons, when the Orc captain gets surrounded he will rapidly
switch to a shield and bash for his life! Some orc tribes value magic
and seek to learn as much as possible and use +magic items (these may
treat short/SWB/SBB bows of +all and +magic as crossbows in addition to
the needler), while others promote natural methods and prefer +hp items
and may use short/SWB/SBB crossbows with fire or lightning effects, as
well as Flamedart. For Heroes of Might and Magic Fans...
Charis`Chogun Ogre Magi
Charis`TrollAxe Troll
Charisting(ORC) Orc Captain ...
If you like these
types of characters/races, you would probably like something like a Dwarf,
Elf and Gnome. If someone wants to do these justice, please do so, but
for now I would simply suggest infusing some regular but infrequent Variants
with a little attitude, a tweak or two, and an appropriate name. (Use
the variant name, i'm not suggesting new variants here, just some simple
roles).
Dwarf - VIK, but given dwarves inate resistances you would seek
to have him max resist at all times, ASAP. Also, likes the dark. For his
size he would avoid items that seem better used by large characters.
Elf - ARC_L, a luminous archer, but who uses limited magic, and
is particularly fond of Elven Chain Mail.
Gnome - Thief/Pirate, but with Magic user class. (spell choices
would be freely chosen, but to provide some restrictions, leaving the
no mana shield rule in place so as to not stick out would be good). The
same mischievous attitude and love of gems/etc. would apply.
Charis`Grishnak Dwarven
Viking
Charis`Luxelf Elven Luminous Archer
Charis`Gnomon Gnome Thief-Mage Perfectionist
The Ogre Family is
dedicated to NakedMage, Ty/Ulga, Takis`OGRE, and Charles Warren(MM).

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