Ogres are an altered form of Human, created in the Age of Allure as workers and warriors for the Conclave.
Inscriptions have granted them magical and physical power far beyond their natural limits, but their dependence on runic magic made them a favored target during the Spellhunt, forcing them to take refuge among the Shalore.
Their preference for simple and direct solutions has given them an undeserved reputation as dumb brutes, despite their extraordinary talent with runes and their humble, dutiful nature.
They possess the Ogric Wrath talent, which grants them resistance to pinning and stuns, as well as critical chance and power when their attacks miss or are blocked.
- Brass Lantern
- Rune: Shielding
- Rune: Phase Door
- Rune: Biting Gale (in inventory)
|Description|| You enter an ogric wrath for 5–12cSS:Str turns, increasing your stun and pinning resistances by 20% and all damage done by 10%.
In addition, whenever you use an infusion or rune, miss a melee attack or any damage you deal is reduced by a damage shield or similar effect you gain a charge of Ogre Fury(up to 5 charges, each lasts 7 turns).
Each charge grants 20% critical damage power and 5% critical strike chance.
You lose a charge each time you deal a critical strike.
The duration will increase with your Strength.
|Description|| An ogre's body is acclimated to spells and inscriptions.
At level 5 your body is so strong you can use a two handed weapon in your main hand while still using an offhand item.
When using a two handed weapon this way you suffer a 20% accuracy, physical power, spellpower and mindpower penalty, decreasing by 5% per size category above big; also all damage procs from your weapons are reduced by 50%.
|Description|| When you crit you have a 20–45%cTL:100% chance to reduce by 1 the remaining cooldown of one of your inscriptions and of any saturations effects.
This effect can only happen once per turn.
|Description|| Instantly removes runic and infusion saturations.
For 5–10cTL:15 turns your inscriptions cooldown twice as fast.
At level 5 your command over inscriptions is so good that you can use one more (you still need a category point to unlock it; you need to exit the levelup screen to validate it).
- The Ogre's active talent is considered a spell; it will prevent you from betraying escorts and become unusable if you learn Antimagic.
- With high HP, and stronger and more frequently-available inscriptions, Ogres can be extremely hard to kill
- Characters without good healing and status-cure skills benefit most, while classes that have such skills built-in may benefit more from playing a race with damage resistance or bonus saves
- Classes with few mobility options can use an ogre's extra incription slot to squeeze in a controlled phase door or movement infusion without sacrificing their defensive tools.
- Ogres begin the game in a dangerous area, and with rather weak runes. If this dungeon is too difficult, consider leaving immediately and doing another dungeon or buying a torque of mindblast or thermal shield from Zigur.
Ogres have a racial skill which allows them to use a 2-handed weapon in their main hand while using an off-hand item, but under significant penalties, and at a cost of 5 generic points. The benefits often fail to be worth the investment, but it does enable some creative alternative builds. Many skills in ToME can't be used unless the character has a specific item or items equipped. Ogres can use these skills in unexpected ways, and in some cases combine skills that could not normally be combined.