The ogre room is dungeon feature behind visually large doors that a character may inspect or merely approach (failing a stealth check) to open, which will release waves of ogres. There are a total of 4-5 waves, each wave consisting of 1-3 ogres each. Rooms located near the surface usually only have 1 ogre with 4 waves and will gradually increase in deeper levels.
Location[]
- Depths of 300 feet and lower;
- Depths of 90 metres and lower.
Waves (testing)[]
- Consists of 4 waves, 1 ogre per wave (usually for ogre rooms above 500 feet).
Loot[]
- Drops 2 random armour;
- Drops 3 random shields;
- Equipment from fallen ogres.
Tips[]
- Rooms can be triggered simply by walking past it (failing a stealth check). In the mini-map, a triggered room will immediately turn red;
- Pets do not trigger small rooms;
- Jumping past the small room to avoid the trigger does not work;
- Levitation can be used to fly over the small room without triggering it;
- Ogres are quite powerful opponents, their huge clubs does devastating damage to characters with low armour. Unless fully prepared, it would be unadvisable to attempt to inspect or even pass by these rooms;
- The safest tactic is to use a ring of levitation or levitation boots and attack from a distance using bows or a spear. Be advised, it will take a lot of arrows (more than 50-100 arrows) to take down all the ogres;
- Magical gems may prove valuable to weaken or outright kill exiting ogres. Leave one near or by the door (preferably between the door and the escape route) and trigger the room.