Though closely related to Goblins they possess a wit that their foul brethren can never attain. Savage and brutal in everything they do, orcs have manifested themselves as beings that live only to fight. Harbouring hardly any empathy for other races, they mercilessly destroy anything and anyone that gets in their way. Orcs believe that only through conquest and enslaving all other races can they re-establish the lost glory of ages past. Bent on domination as they are, orcs have discovered that the creation of powerful machines of war will greatly aid them in obtaining their ultimate goal.
Decent Fighters, Clerics and Archers, good Assassination potential, low Mutiny and excellent War Machines. Orcs are Cannibalistic and use the very powerful special Bloodlust.
Below average Looting and Spying potential. Terrible food production.
Bloodlust - All orc troops are infused with Herculean strength, making them do far greater amounts of damage in battle (double damage). Your villagers devour the weakest amongst them and don't require additional sustenance (population don't eat food). Using Bloodlust more than once will not increase the damage done but will make it more difficult for enemy Dark Elves to Dark Power your Bloodlust.
Necromancy - Orc shamans and acolytes practice the dark arts to raise the dead and turn them against an enemy. This is particularly nasty for Trolls who will not be able to regenerate the troops animated this way. The strength of the Necromancy is determined by magic skill and population. There also need to be dead troops for the spell to do anything. If used against vampires it will cast aphrodisia on them, which destroys fear barriers if necromancy power is larger than fear barriers power.
Cannibalism - Orcs eat the corpses of enemy population and warriors who were killed in battle.
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| Troop | Quality |
|---|---|
| Archers | 250% |
| Assassins | 95% |
| Clerics | 250% |
| Fighters | 250% |
| Mages | 100% |
| Rangers | 175% |
| Thieves | 95% |
| Type | Modifier | Description |
|---|---|---|
| Food Consumed | 1 | For every 1 unit of population or military, 1 food is consumed. |
| Food Produced | 0.7 | For every 5 farm parts, 650 food is produced |
| Population | 0.3 | Population will grow by 30% per turn if housing is available. |
| Cannibalism | 0.1 | More information on Cannibalism |
| Type | Modifier | Description |
|---|---|---|
| Build Rate | 1 | Laborers are normal when constructing Buildings. |
| Build Equipment Rate | 1 | Laborers are normal when constructing Weapons, Armor, and War Machines. |
| Armor Usage | 1 | Armor usage is normal. |
| Weapon Usage | 1 | Weapon usage is normal. |
| Armor Study | 0.7 | Armor study is below normal. |
| Weapon Study | 0.4 | Weapon study is below normal. |
| War Machines Production Quality | 2.25 | War Machines are produced at 225% of the studied quality. (i.e. 100% study means 225% war machines.) |
| Laborers per War Machine | 0.5 | Number of Laborers required to handle a War Machine is 50% of normal. |
| Type | Modifier | Description |
|---|---|---|
| Assassinate | 0.9 | Assassins are 90% as effective as normal assassins when trying to assassinate others. |
| Loot | 0.6 | Thieves are 60% as effective as normal thieves when trying to steal from others. |
| Mana | 0.7 | Population will produce mana at the same rate as a normal population 70% of its size. |
| Morale | 0.1 | Morale changes at a rate 10% that of the normal rate. |
| Mutiny | 3.3 | Read more about Mutiny. |
| Search | 0.6 | Rangers are 60% as effective as normal rangers when exploring for land or food. |
| Spy | 0.5 | Spies are 50% as effective as normal spies. |
| General Study | 0.8 | Study of non-magic areas and general magic skill proceeds at 80% of the normal study rate. |
| Spell Study | 0.8 | Study in realms of magic proceeds at 80% of the normal spell study rate. |
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"Orcs are like auto-win" -Cynotylapia
They certainly can be if played smartly! This means noticing the differences between their similar races: notably gnomes (2nd best WMS) and ogres (other race with Bloodlust).
Compared to gnomes, they will only win the WMS race if they get better studies. They will only do this by having more land to make up for their poor study modifier. Their Bloodlust (as well as troop mix) is key.
Ogres are a much simpler race to play, because they only have one strength to capitalize on, (i.e., BL Fighters, Raid) whereas orcs' BL'd fighters are great at raiding, and their BL'd archers are even better at bombing (if you're trying to avoid the extra WMS score, perhaps in the early-game). Don't neglect to use this versatility to your advantage, and if you can't get a dispel & scry (or spy if you must, but 50% modifier is terrible) through, you would be advised to find another target.
Note that when balancing their power (damage * absorption) against score with BL (as you should almost* ALWAYS want to have BL up for defense). One might be going for 20/31 damage/abs (the tooltip %s) to try to be just slightly absorb heavy after BL (20 * 1.5 = 30) for 30/31 (and an equivalent power of 930). This would not be as good as going 25/26 with the same investment of score, and ending with 37.5 / 26, for a total power of 975 -- significantly better. That is, just 'balance' your troops like you would for any other race, and you'll be just that much better w/ BL ;)
A sample first 200 which emphasizes getting a 200% 'basics' study in ... is coming soon. (actually I can just paste it here for myself in non-table format -- it's not that bad... ok, yes it was, sorry folks.)
Note that when building, "1 market" means 1 market piece, etc. Aphro is used to get enough gold for a quick basic-study, and takes advantage of orcs' great morale modifier to do so.
| Turn | Action |
|---|---|
| Before Moving | dismiss 250 mages into pop, sell fighters, clerics, remaining mages, thieves, assassins, scholars, and war machines. Destroy all outposts, guard towers, armories and vaults. |
| Turn 1 | build 1 market |
| Turn 2 | cast 1 turn max mana aphro |
| Turn 3 | build 1 market |
| Turn 4 | cast 1 turn max mana aphro |
| Turns 5-7 | build 1 market (3 times) |
| Turn 8 | cast 1 turn max mana aphro |
| Turns 9-11 | build 1 market (3 times) |
| Turn 12 | cast 1 turn max mana aphro |
| Turns 13-15 | build 1 market (3 times) |
| Turn 16 | cast 1 turn max mana aphro |
| Turns 17-19 | build 1 market (3 times) |
| Turn 20 | cast 1 turn max mana aphro |
| Turn 21-22 | build 1 market (2 times) |
Note: 16 markets, morale over 250% = 7,975 gold per turn
| Turn | Action |
|---|---|
| Turns 23-34 | build 1 coliseum (12 times) (11,275 gold / turn @ end) |
| Turn 35 | build 1 village |
| Turn 36 | explore for land 1 turn |
| Turn 37-39 | build 1 village (3 times) |
| Turn 40 | cast 1 turn max mana aphro |
| Turn 41 | build 1 village |
| Turn 42 | build 1 market |
| Turn 43 | build 1 coliseum |
| Turn 44-46 | build 1 village (3 times) |
| Turn 47 | build 1 market |
| Before Moving | hire 400 labs (able to build 2 villages / turn) |
| Turn 48 | build 2 villages (1 turn!) |
| Turn 49 | build 1 market |
| Turn 50?? | build 1 coliseum |
NOTE: 19 markets, 14 coliseums, 250%+ morale = 14,965 gold per turn
| Turn | Action |
|---|---|
| Turn 49 | build 2 villages |
| Turn 50 | build 1 market |
| Turn 51 | build 1 coliseum |
| Turn 52 | build 2 villages |
| Turn 53 | build 1 market |
| Turn 54 | build 1 coliseum |
| Turn 55 | build 2 villages |
| Turn 56 | build 1 market |
| Turn 57 | build 1 coliseum |
NOTE: 22 markets, 17 coliseums, 250%+ morale = 21,525 gold per turn
| Turn | Action |
|---|---|
| Turns 58 & 59 | explore for land (2 turns) |
| Before Moving | Hire 500 labs (to build 3 vils / turn) |
| Turn 60 | build 3 villages (1 turn!) |
| Turn 61 | build 3 villages |
| Turn 62 | build 1 market |
| Turn 63 | build 3 villages |
| Turn 62 | build 1 market |
| Turn 63 | build 1 coliseum |
NOTE: 24 markets, 18 coliseums, 250%+ morale = 25,215 gold per turn
| Turn | Action |
|---|---|
| Turn 64 | build 3 villages |
| Turn 65 | build 1 market |
| Turn 66 | build 1 coliseum |
| Before Moving | Hire 500 labs (to build 4 vils / turn) |
| Turn 67 | build 4 villages (1 turn!) |
| Turns 68-69 | build 1 market (2 turns) |
| Turn 70 | build 1 coliseum |
| Turns 71 & 72 | build 4 villages (2 times) |
| Turn 73 | build 1 market |
| Turn 74 | build 1 coliseum |
NOTE: 28 markets, 21 coliseums, 250%+ morale = 35,465 gold per turn
| Turn | Action |
|---|---|
| Before moving | hire 500 labs (5 Vils / Turn) |
| Turn 75 | build 5 villages (1 turn!) |
| Turn 76 & 77 | build 1 market (x2) |
| Turn 78 & 79 | build 1 coliseum (x2) |
| Before moving | hire 700 rangers (barracks full!) |
| Turn 80 | explore for land 1 turn |
| Turn 81 | build 1 village & 4 barracks (1 turn!) |
NOTE: 30 markets, 23 coliseums = 40,417 gold per turn
| Turn | Action |
|---|---|
| Turn 82 | cast 1 turn max mana aphro |
| Before moving | hire 500 labs (will just build vils/colis now until after study) |
| Turn 83 | build 6 villages (1 turn!) |
| Turn 84 | build 1 coliseum |
| Turn 85 | build 6 villages |
| Turn 86 | build 1 coliseum |
| Turn 87 | build 6 villages |
| Turn 88 | build 1 coliseum |
NOTE: 30 markets, 26 coliseums, 250%+ morale = 46,985 gold per turn
| Turn | Action |
|---|---|
| Before moving | use all gold to hire rangers |
| Turn 89 | explore for land 1 turn |
| Turn 90 | build 6 villages |
| Turn 91 | build 1 coliseum |
| Turn 92 | build 6 villages |
| Turn 93 | build 1 coliseum |
NOTE: 30 markets, 28 coliseums, 250%+ morale = 52,025 gold per turn
| Turn | Action |
|---|---|
| Turn 94 | Blood Lust (need food) |
| Turn 95 | build 6 villages |
| Turn 96 | build 6 villages |
| Before Moving | hire rangers to fill barracks |
| Turn 97 | explore for land 1 turn |
| Turn 98 | build 6 barracks |
| Turn 99 | build 6 villages |
| Turn 100 | build 1 coliseum |
| Turn 101 | build 1 coliseum |
| Turn 102 | Blood Lust (food) |
| Turn 103 | build 6 villages |
| Before Moving | use all gold to hire rangers |
| Turn 104 | explore for land 1 turn |
| Turn 105 | build 6 villages |
| Turn 106 | build 1 coliseum |
| Turn 107 | Blood Lust (food) |
| Turn 108 | build 1 coliseum |
| Before Moving | buy enough rangers to = 5,000 total |
| Turn 109 | explore for land 1 turn |
| Turn 110 | build 25 farms |
| Turn 111 | build 25 farms |
| Turn 112 | Blood Lust (food) |
| Turn 113 | cast 1 turn max mana aphro |
| Turn 114 | explore for land 1 turn |
| Turn 115 | build 25 farms |
| Turn 116 | explore for land 1 turn |
| Turn 117 | build 25 farms |
| Turn 118 | explore for land 1 turn |
| Turn 119 | cast 1 turn max mana aphro |
| Turn 120 | build 25 farms |
NOTE: 30 markets, 32 coliseums, 250%+ morale = 63,251 gold per turn
| Turn | Action |
|---|---|
| Turn 121 | explore for land 1 turn |
| Turn 122 | build 25 farms (harvest almost = consumption) |
| Turns 123-127 | explore for land 5 turns |
| Turn 128 | cast 1 turn max mana aphro |
| Turns 129-133 | explore for land 5 turns |
| Turns 134-136 | build 6 barracks (3 times) |
| Turn 137 | cast 1 turn max mana aphro |
| Turns 138-141 | explore for land 4 turns (need gold) |
| Before Moving | hire 7,500 scholars |
| Turns 142-144 | study economy 3 turns (200%) |
| Turns 145-147 | study construction 3 turns (200%) |
| Before Moving | hire 1,249 labs |
| Turn 148 | build 75 farms |
| Turn 149 | cast 1 turn max mana aphro |
| Before Moving | hire 749 labs |
| Turns 150 & 151 | explore for land 2 turns |
| Before Moving | hire 500 labs (out of barracks space) |
| Turn 152 | build 20 barracks |
| Turns 153-162 | build 3 markets (repeat 10) |
NOTE: 60 markets, 32 coliseums, 250%+ morale = 99,861 gold per turn
| Turn | Action |
|---|---|
| Turns 163 & 164 | study magic skill 2 turns |
| Turn 165 | cast 1 turn max mana aphro |
| Before Moving | hire 500 labs |
| Turns 166-168 | build 12 guard towers (repeat 3) |
| Turn 169 | build 20 training fields, 2 barracks (1 turn) |
| Turn 170-173 | build 5 cathedrals (repeat 4) |
| Turn 174-178 | explore for land 5 turns |
| Turn 179 | cast 1 turn max mana aphro |
| Turn 180 | build 22 barracks |
| Turn 181 | Blood Lust (food) |
| Before Moving | hire 5,000 assassins (most important prep to defend against!) |
| Turn 182 | study assassins 1 turn |
| Turns 183-185 | explore for land 3 turns |
| Turn 186 | Blood Lust (food) |
| Before Moving | hire 5,000 clerics (2nd most important troop, usually needed in greater quantity) |
| Turn 187 | build 5 cathedrals |
| Turns 188-190 | build 12 guard towers (repeat 3) |
| Turn 191 | Blood Lust (food) |
| Turns 192-194 | explore for land 3 turns |
| Turn 195 | build 22 barracks |
| Turn 196 | Blood Lust (food) |
| Turn 197 | build 12 guard towers |
| Before Moving | hire 1k fighters, 1k archers, 1k clerics |
| Turn 198 | build 12 guard towers |
NOTE: This is under construction.