Strongman

(image)

''Strongman'' is the most accessible to human understanding of the translations of the orcish word ''barat''. Such orces belong to dominant caste, which has the most rights but must meet the stringent requirements. Baroots are forbidden to engage in any job other than war, hunting and shaman service. As a rule, they also disdain to use poisons, armor and ranged weapons. For that reason other nations consider baroots as stupid barbarians... but even they have to admit that these orcs are very good at their work.

Tactical Info:

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

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

Movement type: Huge orc
* good mobility on hills and mountains.
* low mobility in forests and caves.
* not good at castle and village defending.

Armor type: Orc without armor
* vulnerable for blade damage and slightly less - for arcane and impact 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.

(portrait)

Information

Advances from:
Advances to: Janissary, Ringleader, Blade
Cost: 15
HP: 40
Moves: 5
Vision: 5
XP: 42
Level: 1
Alignment:
Id: Tribes Strongman
Abilities:

Attacks (damage × count)

(image)sword
melee
9 × 3
blade

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-10% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave330%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest350%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills150%
(icon) Mountains260%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Wed Mar 20 03:17:41 2024.