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I'm back for round 2

And ogre will have the same chance of getting dispelled as any of the giant races.

Ogre HP's more than compensate their extra damage by magic.

Extra % damage taken < extra Hp's.

Ogres have a huge con. A ogre owner will notice little difference on landed mals compared to a Faerie. And mal's are the most easy to cover saves.

Now mentals are a problem, but there are only two really dangerouse mental spells. Sleep and Dispel.

The Sleep any experienced play can overcome with consumables.

Dispel is a pain, because these saves are harder to get than mals.

But with the new 50 santuary item you will get to keep your sant half of your dispels.

His cleric still has to spend his trains in HP.

And ogre will have the same chance of getting dispelled as any of the giant races.

Incorrect. Ogres not only are vulnerable to the damage, but have a lower chance to save overall.

This was covered a while back in a similar thread. If I bother to find it, I'll toss the link.

I don't know about you, Mya, but I've played a number of both ogres and faeries, and the faeries were ALWAYS harder to drop mals on by a buttload. There's a reason shamans are the bane of ogres, but not of faeries.

That is because you had less mal saves on your Ogre.

or the faerie had mage saves and the ogre had melee saves

Actually, the mal saves were quite comparable. An ogre in mainly mithril vs a faerie in mostly hp gear left each with around -25 mals.

you cant all be ignoring thw HUGE diff in wis and int between ogre and fae. Being that int and wis both contirbute to your chance to resist a mal...

you cant all be ignoring thw HUGE diff in wis and int between ogre and fae. Being that int and wis both contirbute to your chance to resist a mal...

Actually, neither one of those stats matter for mal saves.

really?

Geuss chock another bit up to misinformation gathered here :eek:

Yeah, Calron is right. You can find out in the helpfiles easily enough.

but wait, doesnt wis and int at least deal with handling mental spells?

  • Strength determines how much you can carry and how hard you hit

and has small impact on resistance to afflictive magics.

  • Intelligence determines how much you can learn with one practice,

how quickly your learn skills from their use, as well as how much

mana you gain per level. High intelligence grants bonus to resist

**mental **spells.

  • Wisdom determines how many practices you gain per level, how quickly

you learn skills from their use, and also aids in mana gain.

It also plays a large part in helping you spot and defuse traps.

  • Dexterity determines how well you fight and evade attacks and plays

a part in how well some skills work.

  • Constitution determines how many hit points you gain per level and how

healthy you are as well as aids in defense aganist maledictive magics.

You lose a con upon every 5th death. (See 'help death')