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. ------------------------------------------------------------------------------- 5, Credits ------------------------------------------------------------------------------- CJayC - Founder of GameFAQs.com for hosting a wonderful website. Copyright, 2005 Apathetic Aardvark