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    Orc Guide by Apathetic Aardvark

    Version: 1.0 | Updated: 08/12/05 | Printable Version | Search This Guide

                              Warcraft III: Reign of Chaos
                                       Orc Guide
    
    
    
    Copyright 2005, Apathetic Aardvark                  Email: sinenomine@gmail.com
    Version 1.0                                                             8/12/05
    
    
    Anyone may post this guide wherever they please, as long as it is left
    unchanged in ANY way.
    
    This is a guide of unit and building stats, not a walkthrough of the Orc
    campaign or a strategy guide for playing as Orc.
    
    Table of Contents
    1. Buildings
    2. Units
    3. Upgrades
    4. Heroes
    5. Credits
    
    -------------------------------------------------------------------------------
    1. Buildings
    -------------------------------------------------------------------------------
    
    Great Hall
    Gold Cost: 450
    Lumber Cost: 150
    Hit Points: 1500
    Armor: 5, fortified
    Functions: Provides 10 Food
    Units Produced: Peon
    Upgrades: Pillage, Upgrade to Stronghold
    
    Stronghold
    Gold Cost: 310
    Lumber Cost: 90
    Hit Points: 2000
    Armor: 5, fortified
    Functions: Allows for Spirit Lodges and Bestiality to be created, must upgrade
    from Great Hall.
    Units Produced: Peon
    Upgrades: Pillage, Upgrades to Fortress
    
    Fortress
    Gold Cost: 345
    Lumber Cost: 110
    Hit Points: 2500
    Armor: 5, fortified
    Functions: Allows for all buildings and upgrades to be created.
    Units Produced: Peon
    Upgrades: Pillage
    
    Every Orc settlement needs a great hall in order to survive.  All normal online
    games start with this building and five peons.  The great hall is the only
    building peons may bring gold back to.  Lumber may be brought here as well.
    The two upgrades allow for better buildings and upgrades to be bought.
    
    Barracks
    Gold Cost: 260
    Lumber Cost: 50
    Hit Points: 1200
    Armor: 5, fortified
    Functions: Produces basic troops
    Units Produced: Grunt, Troll Headhunter, Catapult [Requires Stronghold]
    Upgrades: Berserker Strength, Troll Regeneration [Both require Stronghold]
    
    Barracks are a must have.  Without them, any attempt at an early game is lost.
    While you might be tempted to just tech up around it, don't.  Barracks allow
    the creation of several units which can help your hero creep around, as well as
    defend your base if needed.
    
    Warmill
    Gold Cost: 240
    Lumber Cost: 0
    Hit Points: 1000
    Armor: 5, fortified
    Functions: Upgrades and lumber return yard
    Units Produced: None
    Upgrades: Melee Weapons, Ranged Weapons, Unit Armor, Spiked Barricades
    
    Having a Warmill is certainly needed.  Warmills open up all weapons and armor
    upgrades for the Orc.  Warmill's are also a place peons can bring lumber.
    Thus, you want to place it close to trees, to shorten the journey between the
    building and the valuable resource.  Warmill's also allow for the creation of
    Watch Towers.
    
    Watch Tower
    Gold Cost: 180
    Lumber Cost: 80
    Hit Points: 500
    Armor: 3, fortified
    Damage: 16-18, fast, piercing
    Functions: Defensive Structure [though sometimes used on offense]
    Units Produced: None
    Upgrades: None
    
    Of the defensive structures in the game for all races, the Orc Watch Tower is
    arguably the best.  It does the least damage, but fires the fastest.  It is
    also cheap compared to the others and does not require to be upgraded from a
    previous building, like Human and Undead defensive structures.  These towers
    are often used to trap opponents inside of their bases early in the game.
    
    Orc Burrow
    Gold Cost: 170
    Lumber Cost: 50
    Hit Points: 600
    Armor: 2, medium
    Damage: 34-41, very slow, piercing
    Functions: Provides 10 food.  Up to four peons may take shelter in them during
    an attack.  Also attacks very slowly if a peon is present.
    Units Produced: None
    Upgrades: None
    
    There is no way around it, burrows are a necessity.  Compared to what other
    races pay for their food supplies, burrows are very expensive.  Peons can take
    shelter in them if needed, which will allow burrows to open fire at enemy
    units.  If you are using burrows to defend, you will have to micromanage
    putting one peon in each burrow, otherwise they will all just run to one or two
    burrows, greatly limiting the damage you can do.  Burrows have a lousy armor
    class though, so do not rely on these to save you.
    
    Altar of Storms
    Gold Cost: 300
    Lumber Cost: 100
    Hit Points: 900
    Armor: 5, fortified
    Functions: Produces Heroes, allows for upgrade to Fortress
    Units Produced: Blade Master, Far Seer, Tauren Chieftain
    Upgrades: None
    
    Yup, you will want one.  This is the only building to make and revive heroes.
    It also is needed to upgrade to a Fortress.  You may have one hero with a Great
    Hall, two with a Stronghold and three with a Fortress.
    
    Spirit Lodge
    Gold Cost: 225
    Lumber Cost: 90
    Hit Points: 800
    Armor: 5, fortified
    Functions: Support Troops
    Units Produced: Shaman, Troll Witch Doctor
    Upgrades: Shaman Adept Training, Shaman Master Training, Troll Witch Doctor
    Adept Training, Troll Witch Doctor Master Training
    
    This building creates support units.  The Orc support units, often called
    casters, require more teching than any other race.  Neither unit has terribly
    useful skills until the Master Rank.  Casters are a must have against any
    opponent who also has them.  They're a sure thing if your opponent doesn't,
    too.
    
    Beastiary
    Gold Cost: 230
    Lumber Cost: 70
    Hit Points: 1100
    Armor: 5, fortified
    Functions: Produces Advanced Troops
    Units Produced: Orc Raider, Kodo Beast, Wyvern
    Upgrades: Ensnare, Upgrade War Drums, Envenomed Spears
    
    I have mixed opinions on this one.  Wyverns are useful, but people overuse
    them.  Kodo beasts are great, but no one ever uses them.  Raiders are nice, but
    require a lot of micro.  Many people live and die exclusively by this building.
    
    Tauren Totem
    Gold Cost: 225
    Lumber Cost: 90
    Hit Points: 1200
    Armor: 5, fortified
    Functions: Produces heavy melee units
    Units Produced: Tauren
    Upgrades: Pulverize
    
    This building is the highest on the tech tree, and creates the biggest Orc land
    units.
    
    -------------------------------------------------------------------------------
    2. Units
    -------------------------------------------------------------------------------
    
    Peon
    Gold Cost: 90
    Lumber Cost: 0
    Food Taken: 1
    Damage Type: Normal
    Attack Speed: Very Slow
    Damage: 7-8
    Armor Type: Medium
    Armor: 0
    HP: 250
    
    No base can function without peons.  If the Great Hall is as close to the gold
    mine as possible, five peons should be mining from it.  No more, no less.
    Generally, four to get lumber as well.  Five for the first expansion.  So,
    dedicate 14 or 15 food to peons at all times.  Peons can build structures as
    well as repair them.  They do not make good fighters, so run them away if
    combat occurs inside of your base, or better yet, burrow them.  Peons are built
    at Great Halls, Strongholds and Fortresses.
    
    
    Grunt
    Gold Cost: 235
    Lumber Cost: 0
    Food Taken: 3
    Damage Type: Normal
    Attack Speed: Average
    Damage: 18-21 [+1 minimum damage and +4 Maximum Damage per melee weapons
    upgrade, +3 minimum and maximum damage with Berserker Strength]
    Armor Type: Medium
    Armor: 1 [+2 per armor upgrade]
    HP: 700 [+100 with Berserker Strength]
    
    Grunts are the strongest tier one melee attackers in the game.  That having
    been said, they're also quite expensive.  I tend not to use grunts very much
    any more, preferring the Head Hunter for early combat.  The advantage to the
    Grunt is having double the life.  If you intend to be heavy on grunts, make
    sure to get Berserker Strength, as it is essentially a weapons and armor
    upgrade put into one.  Grunts are built at Barracks.
    
    
    Troll Head Hunter
    Gold Cost: 160
    Lumber Cost: 20
    Food Taken: 2
    Damage Type: Piercing
    Attack Speed: Slow
    Damage: 23-27 [+1 minimum damage and +5 maximum damage per ranged weapons
    upgrade]
    Armor Type: Light
    Armor: 0 [+2 per armor upgrade]
    HP: 350
    
    Troll Head Hunters are sweet units at any point in the game.  With the
    exception of a Crypt Fiend for the Undead, they are probably the best tier 1
    units in the game.  Head Hunters attack slowly, but have decent range and great
    damage.  Bring a few of these along for creeping.  Head Hunters are
    exceptionally potent with the Shaman's Bloodlust spell.  Their only real
    weakness is low HP, but this can be combated with Troll Regeneration.  Head
    Hunters, unlike Human Rifleman and Night Elf Archers are unable to get
    increased range from an upgrade.  Head Hunters are built at Barracks, but
    require a Warmill as well.
    
    
    Catapult
    Gold Cost: 260
    Lumber Cost: 70
    Food Taken: 4
    Damage Type: Siege
    Damage: 82-102 [+1 minimum and +21 maximum damage per ranged weapons upgrade]
    Attack Speed: Very Slow
    Armor Type: Light
    Armor: 2 [+2 per armor upgrade]
    HP: 425
    
    Catapults are the best unit for base sieging available to the Orcs.  They do
    enormous damage compared to most other races siege weapons as well.  They have
    better range than all defensive structures in the game, making them fairly
    ideal for knocking down bases which build solely towers.  Be certain to guard
    the catapults though, they are very fragile and often the first target when
    sieging someone down.  Catapults are build at Barracks, but require a War Mill
    and Stronghold as well.
    
    
    Shaman
    Gold Cost: 150
    Lumber Cost: 20
    Food Taken: 2
    Damage Type: Magic
    Damage: 8-9
    Attack Speed: Slow
    Armor Type: Unarmored
    Armor: 0
    HP: 355 [+40 for each rank of training]
    MP: 200 [+100 for each rank of training]
    
    Shamans rule.  Simple as that.  Their initial spell, purge removes positive
    spells [often called "buffs"] from a unit and slows its movement speed greatly
    for twenty seconds, the unit will get faster and faster as the twenty seconds
    near expiration.  It's second spell, Lightning Shield, creates a ball of
    lightning which spins around a unit damaging nearby units.  This can be used in
    many facets.  The final spell, Bloodlust, greatly enhances a units attack
    speed.  Make sure to have a few of these, but don't go overboard, they are not
    great fighters.
    
    Troll Witch Doctor
    Gold Cost: 170
    Lumber Cost: 25
    Food Taken: 2
    Damage Type: Magic
    Damage: 10-14
    Attack Speed: Average
    Armor Type: Unarmored
    Armor: 0
    HP: 315 [+40 for each rank of training]
    MP: 200 [+100 for each rank of training]
    
    To be honest, I don't use Witch Doctors as much as I should.  Sentry ward lasts
    for ten minutes and reveals a huge portion of the map.  It detects invisible
    units and is itself invisible.  The second spell, Stasis trap can prevent units
    from taking action for a certain amount of time.  It lasts longer when there
    are fewer units nearby.  The final spell, healing ward, is the only source of
    Orc healing aside from natural regeneration.
    
    
    Orc Raider
    Gold Cost: 210
    Lumber Cost: 40
    Food Taken: 3
    Damage Type: Siege
    Damage: 23-27 [+1 minimum and +5 maximum damage per melee weapons upgrade]
    Attack Speed: Average
    Armor Type: Light
    Armor: 0 [+2 per armor upgrade]
    HP: 610
    
    Raiders make their return from the first Warcraft game in a new capacity.  They
    are great units for hit and run attacks on lightly defended expansions of
    opponents.  Raiders can also learn ensnare, which is similar to the undead
    skill of web, but can not be auto=cast.  Raiders do not make great combat
    troops, they are better served leveling expansions while your main forces
    engage armies elsewhere.
    
    
    Kodo Beast
    Gold Cost: 300
    Lumber Cost: 60
    Food Taken: 4
    Damage Type: Piercing
    Damage: 16-20
    Attack Speed: Fast
    Armor Type: Heavy
    Armor: 1
    HP: 1000
    
    Kodo beasts are a must, though generally only one.  They pound war drums giving
    a ten percent damage boost to all friendly units nearby.  The drums can be
    upgraded to make that boost twenty percent.  If you are playing in a game and
    have three allies, you may need to build two or three Kodo beasts to influence
    the entire army.  Kodo beasts can also eat enemy troops very slowly.
    
    Wyvern
    Gold Cost: 310
    Lumber Cost: 40
    Food Taken: 4
    Damage Type: Piercing
    Damage: 35-46 [+1 minimum and +5 maximum damage per ranged attack upgrade]
    Attack Speed: Slow
    Armor Type: Heavy
    Armor: 0 [+2 per armor upgrade]
    HP: 570
    
    Wyverns have many great assets, but most Orc players rely on them too heavily.
    If your opponents are undead/Orc/human, wyverns in small groups make great
    gatherer killers.  In combat, wyverns certainly need some sort of casters to
    back them.  Their air to air combat skills are poor, to say the least.
    Gargoyles eat them as do hippogryphs.  Virtually, anything with piercing damage
    will cream a wyvern.  They can learn envenomed spears, which deal a small
    amount of damage half a minute.  Like many air units, if not properly managed,
    wyverns will stack on top of each other making them easy bait for Frost Nova
    and other similar spells.
    
    Tauren
    Gold Cost: 325
    Lumber Cost: 80
    Food Taken: 5
    Damage Type: Normal
    Damage: 30-36 [+1 minimum and +7 maximum damage per upgrade]
    Attack Speed: Average
    Armor Type: Heavy
    Armor: 3 [+2 per upgrade]
    HP: 1300
    
    In case you missed all of that, Taurens are exceptional tanks.  With bloodlust,
    they can deal a good amount of damage too.  The pulverize upgrade allows them
    to occasionally deal splash damage.  Tauren's make a much better melee fighter
    than grunts do and will certainly be needed to battle knights and abominations.
    
    -------------------------------------------------------------------------------
    3. Upgrades
    -------------------------------------------------------------------------------
    
    Berserker Strength
    Researched at: Barracks
    Gold Cost: 200
    Lumber Cost: 50
    
    This upgrade gives all grunts you control an additional 100 maximum HP as well
    as raises both their minimum and maximum damage by 3.  This upgrade is far more
    effective than any one individual weapons upgrade, however, it only affects
    grunts, which get progressively weaker as the battle rages on.  This upgrade
    requires a stronghold to research.
    
    Ensnare
    Researched at: Beastiary
    Gold Cost: 100
    Lumber Cost: 25
    
    This upgrade allows Orc Raiders to throw large nets onto enemy units.  Any unit
    caught in one will be unable to move for 15 seconds.  That unit can still
    attack, however, as long as something comes into its range.  This ability can
    also be used to bring flying creatures to the ground.  High level flying
    creeps, however, as well as heroes, have a greatly reduced duration time of
    being ensnared.
    
    Envenomed Spears
    Researched at: Beastiary
    Gold Cost: 150
    Lumber Cost: 100
    
    This upgrade gives all wyvern riders spears a poisoned tip.  Any enemy struck
    by the normal attack of a wyvern after getting this upgrade, will become
    poisoned, taking 4 damage per second for the next 25 seconds.  Oftentimes, this
    damage can become lethal to retreating foes.  In a large battle, the effects
    are not as noticeable, as everything is getting slaughtered anyway, but every
    bit of damage helps.  This upgrade requires a fortress to research.
    
    Improved War Drums
    Researched at: Beastiary
    Gold Cost: 150
    Lumber Cost: 100
    
    This upgrade raises the damage created by the aura which Kodo Beasts give to
    nearby unit.  By default, their permanent war drums improve damage by 10%.
    After this upgrade, the damage is improved by 20%.  This is an important
    upgrade to get, provided you use Kodo Beasts, which you should be.  You must
    have a Fortress to research this upgrade.
    
    Pillage
    Researched at: Great Hall/Stronghold/Fortress
    Gold Cost: 75
    Lumber Cost: 25
    
    When Grunts, Raiders or Peons deal damage to enemy buildings, a very small
    amount of gold and lumber will be given back to you.  In actuality, the upgrade
    probably costs more than you'll ever get back.  But if you're huge on raiders
    nailing expansions, this a great upgrade for you to fatten your wallet.
    
    Pulverize
    Researched at: Tauren Totem
    Gold Cost: 200
    Lumber Cost: 150
    
    This rather expensive upgrade allows for a 25% chance that any Taurens will
    deal splash damage upon an attack.  The splash range is modest, but considering
    the slow attack speed of Taurens, it will certainly help in softening up
    nearby units.  Do not get this upgrade unless you're going mass Taurens,
    otherwise you're just wasting your money.
    
    Shaman Adept Training
    Researched at: Spirit Lodge
    Gold Cost: 150
    Lumber Cost: 0
    
    This upgrade teaches all of your Shamans, current and future, the Lightning
    Shield spell.  In addition, all Shamans you control gain a 40 HP maximum health
    bonus, and 100 MP maximum health bonus.
    
    Shaman Master Training
    Researched at: Spirit Lodge
    Gold Cost: 250
    Lumber Cost: 100
    
    This upgrade teaches all of your Shamans the Bloodlust spell while giving them
    all a maximum HP boost of 40HP and a maximum MP boost of 100 MP.  This upgrade
    is critical for supporting your army, as bloodlust is a great spell.
    
    Troll Regeneration
    Researched at: Barracks
    Gold Cost: 125
    Lumber Cost: 75
    
    All of your headhunters and witch doctors will enjoy improved HP regeneration.
    Much as in Warcraft II, this upgrade is nice to have, but not effective while
    in battle, but rather between them.  I tend not to get this upgrade unless I'm
    going quite heavy on the headhunters.
    
    War Mill Upgrades
    Researched at: War Mill
    
    All of these upgrades improve the armor of your units, or their weapons.  There
    are three classes of upgrades.  The effects are felt differently by each
    affected unit.  Please refer to the unit section for the exact numerical
    upgrade for that unit, per upgrade.
    
    Melee Weapons 1 [Steel]
    Gold Cost: 100
    Lumber Cost: 75
    Requires: -
    Units affected by upgrade: Grunts, Taurens, Raiders
    
    Melee Weapons 2 [Thorium]
    Gold Cost: 200
    Lumber Cost: 125
    Requires: Stronghold
    Units affected by upgrade: Grunts, Taurens, Raiders
    
    Melee Weapons 3 [Arcanite]
    Gold Cost: 300
    Lumber Cost: 175
    Requires: Fortress
    Units affected by upgrade: Grunts, Taurens, Raiders
    
    Ranged Weapons 1 [Steel]
    Gold Cost: 75
    Lumber Cost: 75
    Requires: -
    Units affected by upgrade: Troll Head Hunters, Wyverns, Catapults
    
    Ranged Weapons 2 [Thorium]
    Gold Cost: 150
    Lumber Cost: 150
    Requires: Stronghold
    Units affected by upgrade: Troll Head Hunters, Wyverns, Catapults
    
    Ranged Weapons 3 [Arcanite]
    Gold Cost: 225
    Lumber Cost: 225
    Requires: Fortress
    Units affected by upgrade: Troll Head Hunters, Wyverns, Catapults
    
    Armor 1 [Steel]
    Gold Cost: 150
    Lumber Cost: 75
    Requires: -
    Units affected by upgrade: Grunts, Troll Head Hunters, Catapults, Raiders,
    Wyverns, Taurens
    
    Armor 2 [Thorium]
    Gold Cost: 300
    Lumber Cost: 150
    Requires: Stronghold
    Units affected by upgrade: Grunts, Troll Head Hunters, Catapults, Raiders,
    Wyverns, Taurens
    
    Armor 3 [Arcanite]
    Gold Cost: 450
    Lumber Cost: 225
    Requires: Fortress
    Units affected by upgrade: Grunts, Troll Head Hunters, Catapults, Raiders,
    Wyverns, Taurens
    
    ---
    
    These upgrades improve your buildings to some extent.  Anytime an enemy dealing
    damage with a melee attack strikes one of your buildings, it will take damage
    back for each hit.  This is not hugely effective against a large army hitting
    your town, but if it is just a couple of enemies, they'll die faster than the
    buildings will.
    
    Spiked Barricades 1
    Gold Cost: 75
    Lumber Cost: 25
    Requires: -
    Damage: 4 damage the source of any melee attack strikes one of your buildings.
    
    Spiked Barricades 2
    Gold Cost: 150
    Lumber Cost: 75
    Requires: Stronghold
    Damage: 10 damage [6 new] the source of any melee attack strikes one of your
    buildings.
    
    Spiked Barricades 3
    Gold Cost: 225
    Lumber Cost: 125
    Requires: Fortress
    Damage: 16 damage [6 new] the source of any melee attack strikes one of your
    buildings.
    
    Witch Doctor Adept Training
    Researched at: Spirit Lodge
    Gold Cost: 100
    Lumber Cost: 0
    
    Witch Doctors will gain a maximum HP boost of 40 and a maximum MP boost of 100.
    They also learn the stasis trap ability.
    
    Witch Doctor Master Training
    Researched at: Spirit Lodge
    Gold Cost: 250
    Lumber Cost: 100
    
    Witch Doctors will gain a maximum HP boost of 40 and a maximum MP boost of 100.
    They also learn the healing ward ability.  This is the only method of healing,
    aside from natural health regeneration, that the Orcs possess.
    
    -------------------------------------------------------------------------------
    4. Heroes
    -------------------------------------------------------------------------------
    
    The Orcs are fortunate enough to have three great hero classes.  Most races
    have two which are very good and create excellent combinations.  Orcs have
    three, which makes them even harder to prepare for if you do not know which
    hero your opponent has.  All heroes start at level 1 in normal games and can
    reach level ten.  Each level requires experience points.  Experience points are
    earned from killing creeps or opposing forces.  Higher level creeps give more
    experience than lower level ones.  Higher quality enemy troops give more
    experience than lower quality ones.  Enemy heroes give the same experience
    regardless of their level.
    
     Level Up Chart
    Level  XP needed
    1           0
    2         200
    3         500
    4         900
    5        1400
    6        2000
    7        2700
    8        3500
    9        4400
    10       5400
    
    Heroes have four skills they can improve.  Each skill has three levels, except
    for the elite skill which has only one level.  The elite skill can only be
    learned at level 6 or above.  Normal skill can learn their first level at any
    level, their second level when the character level is 3 or higher.  Normal
    skills can be learned at their third and highest level when the character level
    is 5 or more.
    
    In most games, the first hero you create costs only five food.  Additional
    heroes each cost 500 gold, 100 lumber and 5 food.
    
    
    ---
    Blade Master
    ---
    
    The Blademaster is a commonly used hero.  He provides stealth abilities and
    "spike" damage.  The Blademaster has the largest armor of any Orc hero and
    attacks quite quickly, but does have a rather large damage range, which can be
    bad if he keeps hitting at the low end.  This used to be my favorite Orc hero,
    but I found I was spending too much time concentrating on it's stealth
    abilities and not enough focusing on building/using my actual army.  A gem of
    true sight can also really hurt one of the better skills this character has,
    Wind Walk.
    
    Primary Attribute: Agility
    
    Level    HP     MP   Str   Agi   Int   Damage   Armor
    1       550    240    18    23    16   25-47        5
    2       600    270    20    24    18   26-48        5
    3       650    300    22    26    20   28-50        6
    4       700    330    24    28    22   30-52        6
    5       750    375    26    30    25   32-54        7
    6       800    405    28    31    27   33-55        7
    7       850    435    30    32    29   35-57        8
    8       900    465    32    35    31   37-59        9
    9       950    510    34    37    34   39-61        9
    10     1000    540    36    38    36   40-62        9
    
    Wind Walk - 75 MP
    
    This skill turns the Blademaster invisible to enemy units and improves his
    running speed.  If he strikes from this mode, he will do additional damage, but
    will become visible again.
    
    Level 1 - 10% speed bonus, lasts for 20 seconds, 40 extra damage
    Level 2 - 40% speed bonus, lasts for 40 seconds, 70 extra damage
    Level 3 - 70% speed bonus, lasts for 60 seconds, 100 extra damage
    
    Mirror Image - 125 MP
    
    This skill creates duplicates of the Blademaster.  These duplicates deal no
    damage, but your opponent can not tell which one is the real one.
    
    Level 1 - 1 duplicate images
    Level 2 - 2 duplicate images
    Level 3 - 3 duplicate images
    
    Critical Strike - Passive skill, always active
    
    This skill gives the Blademaster a chance to deal extra damage with a regular
    attack.  This ability does not affect the initial hit when coming out of wind
    walk, or any strike done during blade storm.  The extra damage is nice, taking
    200+ HP off of an opponents hero suddenly from a normal attack is great,
    however, the low % chance makes this unreliable.  Also, critical strike does
    not improve damage against buildings.
    
    Level 1 - 15% chance to deal 2x damage.
    Level 2 - 15% chance to deal 3x damage.
    Level 3 - 15% chance to deal 4x damage.
    
    Blade storm - Elite Skill - 200MP
    
    Blade storm causes the Blademaster to spin circles quickly for 7 seconds.  He
    will deal 110 damage to any unit inside of this spin each second.  The radius
    of this skill is rather large, and can more or less destroy a cluster of enemy
    melee attackers if used correctly.  This skill is not effective against
    buildings, so do not waste the MP to cast it in the middle of a town.
    
    
    ---
    Tauren Chieftain
    ---
    
    The least used Orc hero, but probably the best hero in the game.  The chieftain
    is the only Orc hero which can stun opponents, this is highly useful against
    the night elf heroes.  The stun is also an area of effect skill, which will
    essentially cripple a melee-heavy army.  The chieftain does have a lot of life,
    but it is countered to some extent by his lack of armor.  The chieftain attacks
    slowly, but endurance makes up for that and helps all nearby allies.  His
    damage is high and has a consistent range.
    
    Primary Attribute: Strength
    
    Level    HP     MP   Str   Agi   Int   Damage   Armor
    1       725    210    25    10    14   27-37        2
    2       800    225    28    11    15   30-40        2
    3       875    240    31    13    16   33-43        3
    4       950    255    34    14    17   36-46        3
    5      1025    285    37    16    19   39-49        4
    6      1125    300    41    17    20   43-53        4
    7      1200    315    44    19    21   46-56        5
    8      1275    345    47    20    23   49-59        5
    9      1350    360    50    22    24   52-62        6
    10     1425    375    53    23    25   55-65        6
    
    
    Shockwave - 100 MP
    
    Shockwave sends out a projectile straight ahead with about two units worth of
    width on either side.  It deals decent damage to anything lined up in a
    straight line, especially at the higher levels.  Shockwave does effect builds,
    so don't be afraid to use it on a line of farms.  This is best used against a
    line of archers or other enemies with low HP.
    
    Level 1 - 75 damage
    Level 2 - 130 damage
    Level 3 - 200 damage
    
    War Stomp - 90 MP
    
    Arguably the most devastating skill in the entire game, War Stomp is the
    chieftains best all around attack.  The damage is limited, but the stun time
    keeps going up and up.  The are is about two body lengths of the chieftain in
    all directions around him.  This skill recharges quickly and is cheap, allowing
    it to be spammed.  It is best used when the chieftain is completely surrounded,
    but can be used to stop enemy heroes from running away.  At level 3, the
    recharge of the skill and the stun length are nearly identical.  Can you find a
    good use for this?
    
    Level 1 - 25 damage and a 3 second stun
    Level 2 - 50 damage and a 4 second stun
    Level 3 - 75 damage and a 5 second stun
    
    Endurance - Aura, passive
    
    Endurance is the other of the Chieftains great abilities.  This aura affects
    all friendly units nearby.  It increases their movement speed and attack speed.
    This is highly effective with wyverns and head hunters, and goes great with
    bloodlust, or as a substitute for not having it.
    
    Level 1 - 10% movement rate, 5% attack speed
    Level 2 - 20% movement rate, 10% attack speed
    Level 3 - 30% movement rate, 15% attack speed
    
    Resurrection - Elite - Passive
    
    This skill will automatically revive the Chieftain a few seconds after he dies.
    He comes back at full HP and MP.  This skill does need to recharge after it
    takes effect, and that recharge takes a couple of minutes.  Resurrection sounds
    great, but it's not that useful.  Two basic things can happen.  If your
    Chieftain is the last unit to die, he simply comes back to life, still in the
    middle of everything which killed him.  In which case he dies again.  Scenario
    two, the Chieftain dies first, and then comes back once everything has moved
    forward. This instance is actually quite useful, because you come back with
    full MP, allowing you to war stomp the hell out of anything nearby.
    
    ---
    Far Seer
    ---
    
    The most commonly used Orc hero.  The Far Seer seems to be used only for his
    early game harassment skills and caster nuking abilities, though.  In a long
    game, if the Far Seer is your only hero, expect to lose, the HP and armor are
    quite lacking.  If you can keep him alive though, the high MP to spam spells
    can be the difference between victory and defeat against caster heavy players.
    
    Primary Attribute: Intelligence
    
    Level    HP     MP   Str   Agi   Int   Damage   Armor
    1       475    285    15    18    19   21-27        3
    2       525    330    17    19    22   24-30        4
    3       575    375    19    20    25   27-33        4
    4       625    420    21    21    28   30-36        4
    5       675    465    23    22    31   33-39        5
    6       725    510    25    23    34   36-42        5
    7       775    555    27    24    37   39-45        5
    8       825    600    29    25    40   42-48        6
    9       875    645    31    26    43   45-51        6
    10      925    690    33    27    46   48-54        6
    
    
    Chain Lightning - 120 MP
    
    This is the bread and butter spell of the Far Seer.  Chain lightning is
    excellent crowd control, striking several targets for decent damage.  This
    spell absolutely shreds closely bundled casters and ranged units.
    
    Level 1 - 85 damage, maximum of 4 hits
    Level 2 - 125 damage, maximum of 6 hits
    Level 3 - 180 damage, maximum of 8 hits
    
    Far Seeing - 75 MP
    
    For eight seconds, target area of the map is revealed to you and all of your
    allies.  This spell can see any invisible unit, as well.  The area uncovered
    increases with each level.  In all honesty, you should just put one point into
    this early, and not again until you're level 9.  The main purpose is to be able
    to see concealed units, or to find out what your opponent may be doing.
    Neither one requires a huge diameter of this skill.
    
    Level 1 - Uncovered area is about the size of the screen
    Level 2 - Uncovered area is about the size of four screens
    Level 3 - Uncovered area is about the size of nine [maybe sixteen] screens.
    
    Feral Spirit - 75 MP
    
    Feral Spirit creates two wolves for 60 seconds.  These wolves are roughly as
    strong as human footmen when maxed, so they are handy.  Often used early to
    harass the other team before they have any units, this ability quickly becomes
    obsolete.  The two wolves are always handy, but the extra MP to cast chain
    lightning would be more handy.
    
    Level 1 - 200 HP, 11-12 damage
    Level 2 - 300 HP, 16-17 damage, critical hit 15% chance 2x damage
    Level 3 - 400 HP, 21-22 damage, invisible [at night when still], critical hit
    
    Earthquake - 150 MP - Elite
    
    The end all and do all in leveling bases.  Earthquake deals 50 damage per
    second to structures.  It does not deal damage to units, thought, but it does
    slow them by 75% if they walk through it.  Earthquake lasts for 25 seconds, so
    if you do the math you will realize that knocks down most buildings in the
    game.  The area of effect is rather large as well.  Extremely useful against 
    towers if you can manage not to die while casting it.  If the Far Seer moves,
    or is stunned, this skill ends.
    
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