Orc (starting race)
Racial benefits and restrictions
Orcs have intrinsic infravision and poison resistance. Like cavemen, they suffer no penalty for cannibalism, nor for eating cats and dogs. As an orc, you will also find many more peaceful inhabitants in the early and middle dungeon levels.
Orcs are always Chaotic. They can be Barbarians, Rogues, Rangers or Wizards. From an attribute perspective, they are somewhat terrible; at their maximum they can have moderately high strength, average dexterity and constitution, but suffer in all other aspects - intelligence, wisdom and charisma. Each of their maximum attributes is lower than or equal to the corresponding maximum of every other race except elves. The following table outlines their maximum (unaided) attribute levels.
The starting equipment of an orc character is inferior to that of other characters, because all weapons or armor (except the ranger's cloak of displacement) are replaced with Orcish equivalents where possible. However, Orcish arrows shot from an orcish bow receive a +1 multishot bonus.
- All chaotic players can automatically convert cross-aligned altars by sacrificing their own race on them. This is an easier task for the orc player on early levels.
- The Gnomish mines are not a light choice for the orc, as 90% of all monsters will hate you.
In SLASH'EM, orcs have several more options for roles. An orc can play as a Barbarian, Flame Mage, Ice Mage, Necromancer, Ranger, Rogue, Undead Slayer, or Wizard. Beyond that, they are largely the same as Vanilla, good physical fighters, low mental stats and charisma, start with poison resistance, can commmit cannibalism without penalty, and start with inferior equipment. Unlike most races, do not gain any race-based techniques.
Orcs are substantially buffed, especially attribute-wise. They get increased constitution, dexterity, and strength on levelling up, which can exceed the racial maximum. Their basic max strength is changed to 18 flat to compensate. They get 1 added to each of their scores every three levels, for a total of +7 at level 21 (and all levels beyond). This bonus is lost upon level drain.
|Level 30, maximum stats||25||25||25||16||16||16|
|Level 1, maximum stats||18||18||18||16||16||16|
Orcs also get intrinsic magic resistance at level 15. The message for this is "You feel magic resistant!" on level-up, "You feel magic-sensitive!" on level drain.
Orcs get 2 extra point of AC on level-up, for a total of -10 naked AC. This is calculated by the formula
(2*level)/3, so a level 30 orc would get -20 AC from their natural armor, in addition to -7 AC at 25 dex, for a total of -17 naked AC.
Lastly, orcs get a
level+2/3 to-hit and damage bonus and a
(level/3)*10 bonus to carry cap. Along with gnomes, they get double the radius of low-light vision.