Ogre
Magi - by
Charis
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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.
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).
Charis`Grishnak Dwarven
Viking The Ogre Family is dedicated to NakedMage, Ty/Ulga, Takis`OGRE, and Charles Warren(MM).
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