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NEEDS ORC UNIT DESCIPTIONS DROPPED IN. THIS IS TO MAKE IT EASY TO KEEP THE FORMAT BETWEEN UNIT PAGES
{{Header Nav|game=Dawn of Fantasy}}


== Melee Units ==<ref>Alex Walz,The Noble Race of Men Media Release,http://www.reverieworld.com/forums/showthread.php?t=2771</ref>
Orcs are an interesting mix of "zerg" style units and higher cost units like ogres. All of the orc style units(i.e. not goblins or wargs) come from either a labourer or marauder unit, both of which spawn from the Great Hut. To create a slayer for example you would build a slayer hut then double right click the labourer or marauder to the war hall. Then after a short time a unit of slayers will emerge in place of the labourers/marauders. To create berserkers requires a tier 2 unit such as impalers or slayers to turn into berserkers. Ogres are built straight from an ogre pen. Cavalry units are created from their walking counterparts, the slayers or impalers. Once again select a unit of impalers/slayers then double right click on the warg pen. To create orc siege gear build the armory then send a unit of labourers or marauders into it, making sure you've researched the appropriate techs
there to allow for each type of siege weapon you want to create. Goblins are spawned by building goblin tents and then setting the spawn to either raiders or prowlers or no spawn. The more goblin tents you have the faster the goblins spawn. On that idea the more huts you have the more pop room you have and the faster your marauders or labourers spawn.


== Melee Units ==


'''Goblin Raider''' - Melee unit best in large numbers. Good against ranged units, poor against armored units. Like Prowlers, Raiders are continuously spawned from your Tents.


'''Swordsman''' - A heavy infantry unit carrying a sword and a shield. Swordsmen are great against archers and good against other infantry and monsters. They are mediocre against cavalry. Swordsmen can be trained from the Barracks for 200 food and 350 gold.
*''Unique Abilities:''Evasion – Makes the unit immune to projectile attacks while moving.


''Unique Abilities:''
Available Formations:  


'''Shield Wall''' Swordsmen will hide behind their shield, increasing their armor at the cost of reduced speed.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.
       
Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


Available Formations:
'''Slayer'''
A basic orc melee unit which is great against archers, good against infantry, and mediocre against cavalry. The Slayer has a powerful shielding ability, and can be trained at the War Hall. Like Impalers, Slayers can mount Wargs for increased Speed and Charge.


'''Line''' – A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased.
''Unique Abilities:'' Cover With the cover of their shields, this ability will greatly increase your slayers' armor for 20 seconds at the cost of 50 Fatigue. Requires the shield update to be purchased for slayers.


'''Tight''' – A durable and compact formation that makes your battalion very effective against other melee units, but vulnerable to ranged units. Slash armor and defense are increased, although pierce armor is decreased.
Available Formations:


'''Loose''' - A spread-out formation effective against ranged units and cavalry charges. Pierce armor, crush armor, and speed are all increased, while defense is decreased.
Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.


'''Battle Line''' - Exclusive to the Swordsmen, this formation arranges your battalion into durable, curved line of withstanding intense punishment. This formation is particularly effective against melee units. All armor types are greatly increased, while speed is decreased. Units in this formation cannot run.
Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


Hive Stand - Unique to the Slayers, this formation is ideal for a last and brutal stand with an increased speed that nearly matches cavalry. Increases all armor types and damage. Drains stamina.


'''Maceman''' - An affordable infantry unit that is great against infantry but weak against archers and cavalry. Macemen can be trained for 165 food and 100 gold from the Barracks.


Available Formations:
'''Impaler''' - A mediocre infantry unit with a powerful special ability. These units are great against cavalry and large monster units, but weak against archers and mediocre against other infantry units. Impalers can be trained from the Pyre building. Impalers can mount Wargs for increased Speed and Charge.
'''Line''' A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased.


'''Tight''' – A durable and compact formation that makes your battalion very effective against other melee units, but vulnerable to ranged units. Slash armor and defense are increased, although pierce armor is decreased.
''Unique Abilities:'' Leap For 65 Fatigue, your entire impaler battalion will execute a leap attack, knocking down every adjacent unit. This ability can be devastating when used by several impaler units at the same time in a croweded melee environment.
 
'''Loose''' - A spread-out formation effective against ranged units and cavalry charges. Pierce armor, crush armor, and speed are all increased, while defense is decreased.
 
'''Halberdier''' - A halberd-wielding infantry unit that is great against cavalry and large monster units. Weak against archers, and mediocre against other infantry. Halberdiers can be trained from the Barracks for 325 food and 125 wood.


Available Formations:
Available Formations:


'''Line''' A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.
 
'''Tight''' – A durable and compact formation that makes your battalion very effective against other melee units, but vulnerable to ranged units. Slash armor and defense are increased, although pierce armor is decreased.


'''Loose''' - A spread-out formation effective against ranged units and cavalry charges. Pierce armor, crush armor, and speed are all increased, while defense is decreased.
Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


'''Schiltron''' - Exclusive to the Halberdiers, this formation arranges your battalion into a circle with greatly reduced mobility and optimal defense. Immensely effective against cavalry, and quite effective against other melee units. This formation can also be used to protect valuable hero units as you maneuver through the battle field. Crush armor, slash armor, defense, and damage are increased, although speed and pierce armor are reduced. Units in this formation cannot run.
Crab Stand - Unique to the Impalers, this formation arranges the units into a defensive crab shape, with increased crush armor, accuracy, and damage and decreased pierce armor and speed. Very effective against cavalry. Drains stamina.




'''Foot Knight''' - An elite heavy infantry unit clad in extremely heavy armor. Knights are extensively trained, and represent the pinnacle of man's military might. They are effective against all units but very expensive. Knight battalions are smaller and slower than other battalions, leaving knights unable to chase other units. Knights can be trained from the Barracks for 350 food and 425 gold.
'''Berserker''' - Trained at the Temple, Berserkers are a powerful melee/ranged hybrid unit with massive health and damage. With a strong defense, they are also protected against most hack-and-slash damage. These units are great against infantry and mediocre against cavalry.


''Unique Abilities:''
''Unique Abilities:'' Rage – At the cost of 50 Fatigue, this ability will increase your battalion's Speed and Damage, but slowly drains hitpoints.


'''Pray''' – Heals up to 120 hitpoints of nearby allies at the cost of 80 stamina. Knights cannot move or attack for the duration of their prayer (5 seconds).
Heal – Heals your entire battalion up to 2,000 hitpoints, for 40 Fatigue.


Available Formations:
Available Formations:


'''Line''' A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.


'''Tight''' A durable and compact formation that makes your battalion very effective against other melee units, but vulnerable to ranged units. Slash armor and defense are increased, although pierce armor is decreased.
Stand Strong An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


'''Loose''' - A spread-out formation effective against ranged units and cavalry charges. Pierce armor, crush armor, and speed are all increased, while defense is decreased.
Turtle Stand - Unique to the Berserkers, this formation will arrange the units into a steadfast turtle shape that can hold ground against overwhelming odds. Greatly increases armor and defense, but decreases speed and disables running. Very effective against melee units. Drains stamina over time.


'''Anvil''' - Exclusive to the Knights, this formation arranges your battalion into a solid box of nearly impenetrable steel. Effective against all units, and especially good for protecting spell-casters and heroes.
== Ranged Units ==


'''Goblin Prowler''' - Ranged unit best in large numbers. Good against infantry, poor against heavy armored and cavalry units. Prowlers are continuously spawned from your Tents. The more tents you have, the more goblins - and you can individually set each tent to spawn either prowlers or raiders. While not technically orcs, many goblins live among the orcs - either by choice or as slaves or mercs - while others live in rebel encampments across the orc realm or in Mistra, the last independent goblin settlement.


''Unique Abilities:''Evasion – Makes the unit immune to projectile attacks while moving.


== Ranged Units ==<ref>Alex Walz,The Noble Race of Men Media Release,http://www.reverieworld.com/forums/showthread.php?t=2771</ref>
Flamed Arrows - Increases damage and gives arrows a chance to start a devastating fire, but decreases accuracy and fire rate.
 
 
 
'''Archer''' - A basic ranged unit essential for stronghold defenses. Archers are great against distant enemies, other archers, and light infantry but weak against cavalry and melee combat. Archers cost 250 food and 220 wood, and can be trained from Archery Ranges.
 
''Unique Abilities:''
'''Enfilade''' – At this command, your archers will plant spikes into the ground, increasing defense but removing mobility.
 
'''Flamed Arrows''' – Flamed arrows have increased damage and a chance of starting a wildfire, but decrease the accuracy and fire rate of your archers.


Available Formations:
Available Formations:


'''Line''' An orderly formation designed to capitalize on the strengths of ranged units. While in this formation, range and damage is increased, while speed is decreased. Most effective against other ranged units.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.


'''Tight''' A defensive formation effective against melee units. Your archers will move together, making them less vulnerable to melee attacks but more vulnerable to ranged attacks. Slash armor and defense increase, while speed and pierce armor decrease.
Stand Strong An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


'''Loose''' - A spread-out formation effective against ranged units and cavalry charges. Speed, pierce armor, and crush armor are all increased, while defense is decreased.


'''Skirmish''' - Exclusive to the Archers, this formation is an improved version of the loose formation with a further spread. Very effective against ranged units and cavalry charges. Pierce armor, crush armor, and speed are increased, while defense and hack armor are decreased. This formation cannot be used in combination with the Enfilade ability.
'''Marauder''' - An orcish worker and ranged unit skilled with the bow.


''Unique Abilities:''Hunt - This unit can be tasked to hunt nearby wildlife or to slaughter livestock.
       
Flamed Arrows - Increases damage and gives arrows a chance to start a devastating fire, but decreases accuracy and fire rate.


'''Crossbowman''' - A ranged unit that fires heavy bolts that penetrate heavy armor and deal significant damage. They are best against armored and monster units. Due to their rate of fire, they are weak against lightly armored troops compared to regular archers and have a shorter effective range. They can be trained at the Archery Range for 210 food, 150 wood, and 150 gold.
Corpse Loot – Always bring labourers/marauders along with your armies to loot the corpses of the fallen, gaining valuable resources for your economy.


Available Formations:
Available Formations:


'''Line''' An orderly formation designed to capitalize on the strengths of ranged units. While in this formation, range and damage is increased, while speed is decreased. Most effective against other ranged units.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.
 
     
'''Tight''' – A defensive formation effective against melee units. Your archers will move together, making them less vulnerable to melee attacks but more vulnerable to ranged attacks. Slash armor and defense increase, while speed and pierce armor decrease.
Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.
'''Loose''' - A spread-out formation effective against ranged units and cavalry charges. Speed, pierce armor, and crush armor are all increased, while defense is decreased.
       
'''Stand-Off''' - Exclusive to the Crossbowmen, this formation is a mix of the loose and line formations. When in the Stand-Off Formation, crossbowmen will form a defensive circle. Moderately effective against all units. All armor types, range, and damage are increased, while speed is greatly decreased.
Scorpion Stand - Unique to the Marauders, this formation arranges the units into a scorpion shape most effective against infantry. Increases speed, pierce armor, damage, and defense. Decreases reload time. Drains stamina.
 


== Cavalry Units ==<ref>Alex Walz,The Noble Race of Men Media Release,http://www.reverieworld.com/forums/showthread.php?t=2771</ref>
== Cavalry Units ==




'''Beastriding Slayers''' - A warg-mounted version of the Slayer unit.


'''Cavalier''' - Cavalry units that can trample unprotected infantry and archers. Cavaliers are great against archers and ambushed infantry, and mediocre against other cavalry. They can be trained from the Stable for 450 food and 325 gold.
''Unique Abilities:''Charge Charges toward the enemy with increased speed and damage.
 
''Unique Abilities:''
 
'''Heal''' Heals up to 2000 battalion hitpoints at the cost of 95 stamina.


Available Formations:
Available Formations:


'''Line''' This orderly formation turns cavalry into a lethal fighting force with great slaying power in melee combat. Most effective against melee units. Accuracy, defense, and damage are increased, while speed and trample damage are decreased.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.
 
'''Loose''' – A scattered formation ideal for reaching enemies and protecting against ranged attacks. Effective against ranged units. Pierce armor, crush armor, and speed are all increased, while defense is decreased.


'''Wedge''' - This formation capitalizes on the sheer power of a well-maneuvered cavalry charge. The Wedge is most effective against tightly packed units, unprotected against the charge. Slash armor, defense, and trample damage are increased, while speed and pierce armor are decreased.
Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


'''Diamond''' - This formation further strengthens the power of charging cavalry. Immensely effective for cavalry charges as trample and damage are both greatly increased. Pierce armor and defense are decreased.
Serpent Stand - Unique to the Beastriding Slayers and Impalers, this formation arranges the units into a curved serpent shape ideal for charges, with increased speed, pierce armor, and trample damage. Very effective when used in combination with the Charge ability. Drains stamina.




'''Mounted Knight''' - An extremely heavy-armored elite unit mounted on an armored horse. Mounted Knights are Teria's best cavalry. They are mediocre against pike weapons, but great against archers and effective against all other units. Mounted Knights can be trained from the Stable for 500 food and 750 gold.
'''Impaler, Beastriding''' - A warg-mounted version of the Impaler unit.


''Unique Abilities:''
''Unique Abilities:''Charge Charges toward the enemy with increased speed and damage.
Heal Heals up to 2000 battalion hitpoints at the cost of 95 stamina.


Available Formations:
Available Formations:


'''Line''' – This orderly formation turns cavalry into a lethal fighting force with great slaying power in melee combat. Most effective against melee units. Accuracy, defense, and damage are increased, while speed and trample damage are decreased.
Mob Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.
       
Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.
       
Serpent Stand - Unique to the Beastriding Impalers and Slayers, this formation arranges the units into a curved serpent shape ideal for charges, with increased speed, pierce armor, and trample damage. Very effective when used in combination with the Charge ability. Drains stamina.


'''Loose''' – A scattered formation ideal for reaching enemies and protecting against ranged attacks. Effective against ranged units. Pierce armor, crush armor, and speed are all increased, while defense is decreased.
== Siege Gear ==


'''Wedge''' - This formation capitalizes on the sheer power of a well-maneuvered cavalry charge. The Wedge is most effective against tightly packed units, unprotected against the charge. Slash armor, defense, and trample damage are increased, while speed and pierce armor are decreased.
'''Ogre''' - Large beast unit that is very effective against heavily armored and cavalry units, but vulnerable to ranged attacks. Trained as single units, not battalions, for 210 food and 75 gold each from your Ogre Pits. From these pits, players can research a number of upgrades for their ogres including Bludgeon (increasing crush damage), Skullcap (increasing crush armor), and Targe (increasing Pierce Armor). These upgrades bring both statistical and aesthetic changes to your ogres. In the MMORTS campaign, select wild ogres can be tamed through combat.
 
'''Diamond''' - This formation further strengthens the power of charging cavalry. Immensely effective for cavalry charges as trample and damage are both greatly increased. Pierce armor and defense are decreased.
 
 
 
 
 
 
== Siege Gear ==<ref>Alex Walz,The Noble Race of Men Media Release,http://www.reverieworld.com/forums/showthread.php?t=2771</ref>


''Unique Abilities:''
Trample – Damages every adjacent unit.


'''Siege Catapult''' - A mobile catapult that is great at destroying builds, starting fires in hostile territory, and taking out clumps of enemy archers and other units. Catapults have great range but are slow and are easy to destroy.


'''Battering Ram''' - A heavy siege unit capable of breaking down enemy gates. Rams can take a lot of damage, but should still be protected before being tasked. Rams can be built from the Siege Workshop for 125 wood and 50 gold.
''Unique Abilities:''Flamed Stones – Ignites the projectiles, which increases the damage caused and gives the projectiles a chance to start a fire, but decreases accuracy and fire rate.


'''Belfry''' - These mobile siege towers can provide quick entrance into an enemy city, but they are slow and smart players will usually have their archers destroy oncoming siege towers long before they ever reach their walls. It is highly recommended to scatter melee units all along your walls in case an enemy siege tower does reach the wall. These melee units can hold off the attackers, or at least protect your archers while they shoot down the tower. Belfries can be trained from the Siege Workshop for 220 wood.


'''Siege Ladder''' - A cheaper version of the Siege Tower. Siege Ladders can be placed against enemy walls to allow access, but can quickly be taken down by enemy archers and melee units.


'''Escalade''' - A siege ladder that functions similarly to the Belfry, but is cheaper, less durable, and more mobile. Attacking armies should come prepared with plenty of siege ladders as they are easy to destroy, but can greatly alter the battle if successful in connecting to the enemy walls. Escalades can be built from the Siege Workshop for 60 wood.


'''Siege Ram''' - The ultimate heavy siege unit. Pulled by six orcs, these massive rams are slow, but are great at taking down enemy gates. Despite the fact that they can take a fair deal of damage, it is recommended that you clear off walled enemy archers and surround your ram with melee units before moving it in for an attack.


'''Trebuchet''' - A long-ranged siege weapon that hurls stones into enemy battalions and buildings. Trebuchets have long reload times and are highly inaccurate, but boast unrivaled damage. Projectiles cost stone to fire.


''Unique Abilities:''
'''Siege Tower''' - Mobile Siege Towers can provide quick entrance into an enemy city, but they are slow and smart players will usually have their archers destroy oncoming siege towers long before they ever reach their walls. It is highly recommended to scatter melee units all along your walls in case an enemy siege tower does reach the wall. These melee units can hold off the attackers, or at least protect your archers while they shoot down the tower.


'''Flamed Stones''' – Fiery stones have increased damage and a chance to start a wildfire, but the accuracy and fire rate of the trebuchet is reduced.
== Misc units ==


'''Labourer''' - An orcish worker unit spawned from Huts over time to gather resources, construct buildings, fight fires, and loot corpses. Labourers can be trained into slayers,impalers or siege gear.


'''Horse Cart''' - Horse Carts are used as mobile collection points to assist in resource gathering. They can be also used to transport large amounts of resources for trade between towns, although trade envoys should always be well protected by other units in your traveling army. Horse Carts can be built from the Town Hall for 140 food and 160 wood.
''Unique Abilities:''Construct – Labourers are the orc builder units, capable of constructing a vast array of military, economic, and community buildings.


== Misc units ==<ref>Alex Walz,The Noble Race of Men Media Release,http://www.reverieworld.com/forums/showthread.php?t=2771</ref>
Corpse Loot – Always bring labourers along with your armies to loot the corpses of the fallen, gaining valuable resources for your economy.


Fight Fires - When tasked, Labourers can extinguish deadly wild fires by shoveling dirt and other debris to suffocate the fire.




'''Peasant''' - The basic gatherer/worker unit. Peasants can chop wood, mine stone and gold, gather berries, harvest wheat from mills, hunt, and slaughter livestock. In addition, they can loot resources from fallen corpses and fight wildfires, using your well's water supply. Peasants are essential economic units, but very weak in combat. They can be trained from either the Town Hall or the Storehouse for 180 food.
'''Warg''' - The orc mount and primary livestock unit. Wargs can fight in packs with no riders or with mounted Impalers or Slayers, or can be raised as farm animals for Marauders to hunt. When first bred, these lanimals offer little resources or military strength. Overtime, they will grow until they are fully mature. As they grow, they will become plumper, stronger, and faster. Wargs are fierce enemies lacking armor, but make it up by their huge damage,amazing speed and large line of sight. Warg battalions are continuously spawned from your Warg Pen buildings, however their spawn rate is significantly slower and their battalion size is smaller than that of other auto-spawned units. The more wargs on the players home city map the less of a food trickle each new units provides.


''Unique Abilities:'' Howl (when not mounted) – Intimidates nearby enemy units, decreasing their defense and attack ratings.


== Mage Units ==
== Mage Units ==


'''Wizard''' - A human spell-caster capable of unleashing the power of the elements on unsuspecting enemies.This Unit had not been added to the ingame units yet but is planned for release with the magic DLC pack.<ref>Alex Walz,The Noble Race of Men Media Release,http://www.reverieworld.com/forums/showthread.php?t=2771</ref>
'''Shaman''' - Banta Um Banta Um Grakka! A mystic in tribal society, the Shaman is capable of casting a vast array of elemental spells to turn the tides of war. Shamans often work in mysterious ways, and play a large role in the post-War Without Kings Gokkholm. This unit is awaiting the magic DLC to make an ingame appearance. It is rumored to be a strong counter to the elven mage.
 
 
 


== Notes ==
== Notes ==
{{Reflist}}
The information about these units taken from the official media release:http://www.reverieworld.com/forums/showthread.php?t=2196. The info created by Alex Walz in his official media release "the orc army".

Latest revision as of 10:48, 3 May 2012

Orcs are an interesting mix of "zerg" style units and higher cost units like ogres. All of the orc style units(i.e. not goblins or wargs) come from either a labourer or marauder unit, both of which spawn from the Great Hut. To create a slayer for example you would build a slayer hut then double right click the labourer or marauder to the war hall. Then after a short time a unit of slayers will emerge in place of the labourers/marauders. To create berserkers requires a tier 2 unit such as impalers or slayers to turn into berserkers. Ogres are built straight from an ogre pen. Cavalry units are created from their walking counterparts, the slayers or impalers. Once again select a unit of impalers/slayers then double right click on the warg pen. To create orc siege gear build the armory then send a unit of labourers or marauders into it, making sure you've researched the appropriate techs there to allow for each type of siege weapon you want to create. Goblins are spawned by building goblin tents and then setting the spawn to either raiders or prowlers or no spawn. The more goblin tents you have the faster the goblins spawn. On that idea the more huts you have the more pop room you have and the faster your marauders or labourers spawn.

Melee Units[edit]

Goblin Raider - Melee unit best in large numbers. Good against ranged units, poor against armored units. Like Prowlers, Raiders are continuously spawned from your Tents.

  • Unique Abilities:Evasion – Makes the unit immune to projectile attacks while moving.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Slayer A basic orc melee unit which is great against archers, good against infantry, and mediocre against cavalry. The Slayer has a powerful shielding ability, and can be trained at the War Hall. Like Impalers, Slayers can mount Wargs for increased Speed and Charge.

Unique Abilities: Cover – With the cover of their shields, this ability will greatly increase your slayers' armor for 20 seconds at the cost of 50 Fatigue. Requires the shield update to be purchased for slayers.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Hive Stand - Unique to the Slayers, this formation is ideal for a last and brutal stand with an increased speed that nearly matches cavalry. Increases all armor types and damage. Drains stamina.


Impaler - A mediocre infantry unit with a powerful special ability. These units are great against cavalry and large monster units, but weak against archers and mediocre against other infantry units. Impalers can be trained from the Pyre building. Impalers can mount Wargs for increased Speed and Charge.

Unique Abilities: Leap – For 65 Fatigue, your entire impaler battalion will execute a leap attack, knocking down every adjacent unit. This ability can be devastating when used by several impaler units at the same time in a croweded melee environment.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Crab Stand - Unique to the Impalers, this formation arranges the units into a defensive crab shape, with increased crush armor, accuracy, and damage and decreased pierce armor and speed. Very effective against cavalry. Drains stamina.


Berserker - Trained at the Temple, Berserkers are a powerful melee/ranged hybrid unit with massive health and damage. With a strong defense, they are also protected against most hack-and-slash damage. These units are great against infantry and mediocre against cavalry.

Unique Abilities: Rage – At the cost of 50 Fatigue, this ability will increase your battalion's Speed and Damage, but slowly drains hitpoints.

Heal – Heals your entire battalion up to 2,000 hitpoints, for 40 Fatigue.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Turtle Stand - Unique to the Berserkers, this formation will arrange the units into a steadfast turtle shape that can hold ground against overwhelming odds. Greatly increases armor and defense, but decreases speed and disables running. Very effective against melee units. Drains stamina over time.

Ranged Units[edit]

Goblin Prowler - Ranged unit best in large numbers. Good against infantry, poor against heavy armored and cavalry units. Prowlers are continuously spawned from your Tents. The more tents you have, the more goblins - and you can individually set each tent to spawn either prowlers or raiders. While not technically orcs, many goblins live among the orcs - either by choice or as slaves or mercs - while others live in rebel encampments across the orc realm or in Mistra, the last independent goblin settlement.

Unique Abilities:Evasion – Makes the unit immune to projectile attacks while moving.

Flamed Arrows - Increases damage and gives arrows a chance to start a devastating fire, but decreases accuracy and fire rate.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.


Marauder - An orcish worker and ranged unit skilled with the bow.

Unique Abilities:Hunt - This unit can be tasked to hunt nearby wildlife or to slaughter livestock.

Flamed Arrows - Increases damage and gives arrows a chance to start a devastating fire, but decreases accuracy and fire rate.

Corpse Loot – Always bring labourers/marauders along with your armies to loot the corpses of the fallen, gaining valuable resources for your economy.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Scorpion Stand - Unique to the Marauders, this formation arranges the units into a scorpion shape most effective against infantry. Increases speed, pierce armor, damage, and defense. Decreases reload time. Drains stamina.

Cavalry Units[edit]

Beastriding Slayers - A warg-mounted version of the Slayer unit.

Unique Abilities:Charge – Charges toward the enemy with increased speed and damage.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Serpent Stand - Unique to the Beastriding Slayers and Impalers, this formation arranges the units into a curved serpent shape ideal for charges, with increased speed, pierce armor, and trample damage. Very effective when used in combination with the Charge ability. Drains stamina.


Impaler, Beastriding - A warg-mounted version of the Impaler unit.

Unique Abilities:Charge – Charges toward the enemy with increased speed and damage.

Available Formations:

Mob – Battalions spread out in this default formation, embodying the chaotic nature of the orcs. This formation features no stat bonuses or penalties.

Stand Strong – An aggressive attack stance that requires discipline and cannot be maintained for long. While in this formation, the battalion will have increased speed, armor, damage, and range - but their stamina will drain over time and they will have to revert to the default Mob formation when it gets too low.

Serpent Stand - Unique to the Beastriding Impalers and Slayers, this formation arranges the units into a curved serpent shape ideal for charges, with increased speed, pierce armor, and trample damage. Very effective when used in combination with the Charge ability. Drains stamina.

Siege Gear[edit]

Ogre - Large beast unit that is very effective against heavily armored and cavalry units, but vulnerable to ranged attacks. Trained as single units, not battalions, for 210 food and 75 gold each from your Ogre Pits. From these pits, players can research a number of upgrades for their ogres including Bludgeon (increasing crush damage), Skullcap (increasing crush armor), and Targe (increasing Pierce Armor). These upgrades bring both statistical and aesthetic changes to your ogres. In the MMORTS campaign, select wild ogres can be tamed through combat.

Unique Abilities: Trample – Damages every adjacent unit.

Siege Catapult - A mobile catapult that is great at destroying builds, starting fires in hostile territory, and taking out clumps of enemy archers and other units. Catapults have great range but are slow and are easy to destroy.

Unique Abilities:Flamed Stones – Ignites the projectiles, which increases the damage caused and gives the projectiles a chance to start a fire, but decreases accuracy and fire rate.


Siege Ladder - A cheaper version of the Siege Tower. Siege Ladders can be placed against enemy walls to allow access, but can quickly be taken down by enemy archers and melee units.


Siege Ram - The ultimate heavy siege unit. Pulled by six orcs, these massive rams are slow, but are great at taking down enemy gates. Despite the fact that they can take a fair deal of damage, it is recommended that you clear off walled enemy archers and surround your ram with melee units before moving it in for an attack.


Siege Tower - Mobile Siege Towers can provide quick entrance into an enemy city, but they are slow and smart players will usually have their archers destroy oncoming siege towers long before they ever reach their walls. It is highly recommended to scatter melee units all along your walls in case an enemy siege tower does reach the wall. These melee units can hold off the attackers, or at least protect your archers while they shoot down the tower.

Misc units[edit]

Labourer - An orcish worker unit spawned from Huts over time to gather resources, construct buildings, fight fires, and loot corpses. Labourers can be trained into slayers,impalers or siege gear.

Unique Abilities:Construct – Labourers are the orc builder units, capable of constructing a vast array of military, economic, and community buildings.

Corpse Loot – Always bring labourers along with your armies to loot the corpses of the fallen, gaining valuable resources for your economy.

Fight Fires - When tasked, Labourers can extinguish deadly wild fires by shoveling dirt and other debris to suffocate the fire.


Warg - The orc mount and primary livestock unit. Wargs can fight in packs with no riders or with mounted Impalers or Slayers, or can be raised as farm animals for Marauders to hunt. When first bred, these lanimals offer little resources or military strength. Overtime, they will grow until they are fully mature. As they grow, they will become plumper, stronger, and faster. Wargs are fierce enemies lacking armor, but make it up by their huge damage,amazing speed and large line of sight. Warg battalions are continuously spawned from your Warg Pen buildings, however their spawn rate is significantly slower and their battalion size is smaller than that of other auto-spawned units. The more wargs on the players home city map the less of a food trickle each new units provides.

Unique Abilities: Howl (when not mounted) – Intimidates nearby enemy units, decreasing their defense and attack ratings.

Mage Units[edit]

Shaman - Banta Um Banta Um Grakka! A mystic in tribal society, the Shaman is capable of casting a vast array of elemental spells to turn the tides of war. Shamans often work in mysterious ways, and play a large role in the post-War Without Kings Gokkholm. This unit is awaiting the magic DLC to make an ingame appearance. It is rumored to be a strong counter to the elven mage.

Notes[edit]

The information about these units taken from the official media release:http://www.reverieworld.com/forums/showthread.php?t=2196. The info created by Alex Walz in his official media release "the orc army".