Although the orces are the most disunited nation in the world, the dream of unity lives in their hearts. What they need is aj single leader who can unite all the tribes and become a father for all orces. Orces respect only the power, so chiefs-conquerors constantly trying to conquer other tribes by force of arms, in order to eventually reign over all the orces. Some of them succeed, but most perish in the process. But one thing is always the same - orces are following the leader while he is alive, and if he dies, each tribe goes its own way. If his heir also wants to become the supreme ruler, he have to conquer the tribes again.

Tactical Info:

Pupil: Night type
* +5% accuracy and +1 vision range at night.
* -10% accuracy and -1 vision range at daytime.

Alignment: Selfish
* from 0 to 25% damage bonus when unit's HP from 50 to 100% of maximum.
* from 0 to 25% damage penalty when unit's HP from 50 to 0% of maximum.

Movement type: Armored huge orc
* low mobility in forests and caves.
* not good at castle and village defending.

Armor type: Orc in full armor
* well resistant to blade and pierce damage and slightly less impact damage.
* slightly vulnerable for arcane damage.

Damage type: Blade
* effective against units without armor, especially against woses.
* less effective against skeletons and trolls.
* uneffective against ghosts and heavy armored units.

Special abilities:
* banner: increases damage of adjacent orces, goblins and trolls by 20%.
* father: adjacent ally strongmen, jannisaries, ringleaders and blades recieve regeneration.
* do like me: when adjacent ally strongman, janissary, ringleader or blade misses with melee attack, leader uses that attack to give him an example. Such attacks have 10% more accuracy.
* gash: attack inflicts gash when hits. Units with bleeding recieve 4 damage every turn.



Advances from: Tribe Leader
Advances to: Sovereign
Cost: 60
HP: 80
Moves: 5
Vision: 5
XP: 200
Level: 3
Id: Tribes Conqueror Father
Abilities: banner, father

Attacks (damage × count)

(image)naginata(blade attack) blade12 × 3(melee attack) melee(gash)


(icon) blade15% (icon) pierce15%
(icon) impact10% (icon) fire0%
(icon) cold0% (icon) arcane-10%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave330%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest350%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat May 18 01:03:30 2019.