Ogre | |
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Special Abilities | "Tank" combat unit |
Spawn Time | 2:00:00 |
Creature Type | {{{creaturetype}}} |
Damage Type | {{{damagetype}}} |
Requirements | |
Technology | Greater Minion Binding |
Room | Den, Level 4 |
Furniture | Ogre Hammock |
Training | Proving Ground 1-99 Arena 100+ |
Training Furniture | Head on a Pike +20 Max Level
Trio of Heads +40 Max Level |
The ogre is the first "tank" creature that you will have access to in Dungeon Overlord. He has the ability to force nearby creatures to attack him instead of your dark elves and warlocks, he is one of the few creatures who can Pillage, and he has comparatively massive HP. This is offset by the slowest overland speed in the game, an incredibly high food consumption rate, a terribly low healing rate, and the steep leveling cost in Primordial Earth.
Advantages | Disadvantages |
---|---|
Earliest tank unit available | Unwieldy costs for when he becomes available |
Can take ridiculous amounts of damage, making him great for taking down melee units | Has very poor DPS/cost if he has to move, making him weak against units that can attack from a distance |
Extremely useful for tanking Tier-3 Settlements | Can take days to heal without healing increasing furniture and/or a priestess assisting in combat |
Huge HP and damage gain per level | Insane jump in food upkeep between L1 and L10 |
Is one of the very few creatures who can Pillage | Is the definition of "slow" in Dungeon Overlord |
Stats gained per level[]
- 500 Health
- 18 Damage
- 80 Carry
- 25 Pillage
Spawn Info[]
This is the chance of the creature spawning in a room when defending against an attack. The values are relative to each other.
- Den 4
- Guard Post 4
- Proving Ground 3
- Other 1
Usage[]
Because of the nature of battles between large numbers of creatures in Dungeon Overlord, the Ogre is the only way to ensure that your "glass cannon" DPS units stay alive in large battles. Tank is not always reliable, but it will draw all melee creatures except for thieves, which saves your ranged units from their biggest nemesis. Because of this, at least one ogre will be instrumental in any army-based Dungeon defense, and an attack on a Tier-3 Settlement is made much safer with the addition of an ogre. Ogres are only used to raid when necessary, however, because the travel time is almost never worth the reward at the end. You also need to include a dark priestess in the raid, because the Ogre's HP gain will very quickly dwarf its base healing rate.
Because ogres have such a high upkeep cost, they should not be spawned and leveled on a whim. Ogres should be spawned and leveled only if they fulfill critical tanking roles, or if you are starting a dedicated pillage dungeon.
Stage | Health | Attack | Defense | Damage | Speed | Healing Rate | Carry | Pillage | Range | Traveling Per Square | Upkeep | Training Cost |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial | 2500 | 120 | 10 | 90 | 1 | 600 | 400 | 125 | 1:00:00 | 24 Food, 5 Gold | 300 Gold, 300 Food, 2 Reinforced Leather, 5 Steel Ingot | |
At Level 10 | 7000 | 120 | 10 | 252 | 1 | 600 | 1120 | 350 | 1:00:00 | 60 Food, 12 Gold | 400 Gold, 500 Food, 5 Reinforced Leather, 7 Steel Ingot | |
At Level 20 | 12000 | 120 | 10 | 432 | 1 | 600 | 1920 | 600 | 1:00:00 | 100 Food, 20 Gold | 500 Gold, 700 Food, 8 Reinforced Leather, 10 Steel Ingot | |
At Level 30 | 17000 | 120 | 10 | 612 | 1 | 600 | 2720 | 850 | 1:00:00 | 140 Food, 28 Gold | 600 Gold, 1 Dense Iron Ingot, 12 Reinforced Leather, 1000 Food | |
At Level 40 | 22000 | 120 | 10 | 792 | 1 | 600 | 3520 | 1100 | 1:00:00 | Visit creatures' training cost tables | ||
At Level 50 | 27000 | 120 | 10 | 972 | 1 | 600 | 4320 | 1350 | 1:00:00 | |||
At Level 100 | 52000 | 120 | 10 | 1872 | 1 | 600 | 8320 | 2600 | 1:00:00 |
Damage Type and Resistances[]
Damage Type: Physical
Physical | Magical | Fire | Cold | Electrical | Poison | Disease |
---|---|---|---|---|---|---|
25% |
0 |
0 |
0 |
0 |
0 |
0 |