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Posts from Orcs have no magic. Warcries.

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How will the ABSENCE of magic affect gameplay for Orcs?
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Um... Well, in general, orcs don't get a large boost to their combat stats simply because they lack magic; it's their focus on combat stats that gives them the advantage. You can find information about how the stats of heroes from different factions increase in a fan-made guide.

P.S. Knowledge and spellcasting don't increase much for orcs.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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I looked at the abilities of the Orc hero and found where the clenched fist is shown (mages have a magic mirror), and IMHO, does this mean that Orcs will have some kind of resistance to the magic mirror? Orcs don't like magic, so why would they need to cast spells? Or is this an improvement to magic resistance??? Help me out!
In reply to DUN_KAN
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Strength vs. Magic
In battle, reduces the enemy's Magic by half the Barbarian's Magic value.
In reply to kB@c
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I like it... I always get so caught up in enraging my troops and increasing their bloodlust that I completely forget about magic; just let me buff someone :D... if you play for a long time, you'll even want to enrage the Warlock's Furies so they match the name better... and enraged Cyclops are scarier than any army – no doubt about it :smile43: IMHO...


- Информация... -вступление...

Твой друг назвал меня принцессой,
А ты сказал, скрывая страх:
Таких принцесс в старинных пьесах,
В конце, сжигали на кострах...
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Could someone please explain if anyone uses the mentioned ability for a hero or as a skill for faction leaders? The "Terrifying Roar" (level 2) is much more useful, although it is given very rarely. No matter how many times I've tried using it, it doesn't seem to do anything (it should move the unit on the initiative bar), it just kills some of the units.
In reply to Coder
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It definitely moves them. There's even a deadly tactic for Orcs that relies entirely on chieftains and cyclops, who are driven forward by the chieftains (plus a few other nuances). I must have not been paying close enough attention. :)

In general, it's true that sometimes the movement doesn't happen due to a large difference in initiative. For example, a goblin shaman is unlikely to move before a fury after the first "attack," even if they are right after each other on the ATB scale.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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Oops. If the Furies are positioned immediately after the Goblin Shamans, there's no need to target them, unless you meant the possibility of kicking two Goblin Shamans in a row.
Первый, кто был забанен за Правду.
In reply to Coder
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Yes, I was indeed mistaken... I meant the situation where Goblins need to go before Fury. Although, having two portraits in a row is sometimes possible, but for Goblins – it’s unlikely.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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Heh, saying it's the most useless ability is an exaggeration; on the contrary, this ability balances the Warlord and Executioner. Warlords are tough and give orders (i.e., defensive units), while Executioners are in the thick of things, wielding their mace (i.e., attacking). For a hero, I prefer the Frightful Howl, as it's an amazing ability for taking out particularly dangerous enemies, but if that's not available, then the Word of Command is also useful – to encourage low-initiative Cyclops, and instead of Warlords, you can take Executioners in that case.
What I'm more interested in is, why did they make these pathetic Orcish Warriors? Warmongers are much better: they counterattack hard, "taunt" those who want to attack their allies, and are also tough :)
Sorry for the off-topic.
In reply to kB@c
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kB@c;177263
...but if you don't get them, then the spell will also be useful - to encourage low-initiative Cyclops, and instead of leaders, you can take Executioners in this case.
I'm more interested in the question of why they made these pathetic Orcish Warriors? Warmongers are much better: they counterattack hard, "taunt" those who want to attack their allies, and they are also tough :)
Sorry for the off-topic.

I don't quite agree; it's not very profitable to rush Cyclops with a hero, because the hero also makes his usual attack, and he hits very hard against high-level units. Of course, if there are many Cyclops, then it's not a pity, but usually the game doesn't last long enough to have time to accumulate them. Leaders rush differently. How many leaders are in the group - that's how much damage there will be.
In general, I noticed a strange pattern - if a 2nd-level spell "Whip" drops, then in this city, the 3rd-level spell will be "Battle Cry"; if there is "Frightful Roar" on the 2nd level in the city, then there will immediately be "Horde Fury". In my opinion, this is not very correct; the 2nd option is much better, in my opinion. They should have made it more balanced. I would also like to find some information; maybe you can already tell what Battle Cries will be in the magic guild based on the city's name.

P.S. Yes, Warmongers are good, but Orcish Warriors are also good. You can't underestimate Double Strike, but it's desirable to have Soldier's Luck with it, then its probability will increase significantly. And +2 to speed on the first level of Fury, and 11 initiative against 9 is also very good. In general, both have their pros and cons; you need to choose based on tactics, the composition of the enemy's troops, the availability of artifacts and skills. If you have boots of speed, speed tactics, and a speed aura, why not take warriors? They can reach the enemy in their very first turn.
In reply to _Prizrak_
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_Prizrak_;173074
That's the point, because with a large number... but with a small number, it's almost useless...
Therefore, it's almost useless in most games... Well, but if it's at home, in the late game, then of course, YES!!!

Heh, you can create so many "gopniks" in a very short time that the "Wrath of the Horde" will be better than "Earth Shock."
Don't forget about the skill "protect us all," you can level up one of the alternate heroes on dolmens, increasing their knowledge and magical temple defense, take them when you need all the 3rd-level orcish soldiers (they are rarely used in the early game anyway), and you'll have a pretty good increase in "gopniks."
This happens very quickly with Shakk'Rukath (the wyvern tamer).
In general, I really like this feature that you can level up the barbarian alternate heroes on various magical temples, some get /leadership-troop gathering-treasury management/, some get /luck-luck on the road/, almost everyone gets logistics. And all the alternate heroes are useful, some efficiently collect resources behind the main army, some deliver troops and sit in the castle before the new week.

P.S. regarding Berserk. It's a very unpleasant thing for an orc, but there is one feature: under berserk, wrath accumulates twice as fast, and if under berserk there is a very strong unit, and even if it defeats all your other troops and remains alone against a considerable enemy army, then with the already accumulated ton of wrath, it will still fight =)
Subordination is much worse for an orc.
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Well, for starters, the topic of a mentor often comes up, but you can't find one on every map. In that case, the option of changing a perk doesn't work. And developing defense for an Orc isn't the best option (because there's also mechanics, logistics, leadership, luck, education, if you're lucky... there's just not enough space), although it's not bad. So, it turns out that the development you described is quite possible and actually logical, but not always achievable. But still, in my opinion, the happiness of Orcs doesn't lie in the fury of the horde. I much prefer the war cry. If you combine it with the education perk, which you don't like, it's scary to imagine what the damage will be, because an attack of 25-30 with education is common, and here there's also an additional bonus of about 10, and the speed increases. Add sharp mind, and the enemies won't be able to avoid the fury of cyclops, executioners, orcish warriors, and centaurs.

P.S. When there's only one unit left in the fight against a dark mage, he usually starts receiving curse spells one after another, so the accumulated fury might not help :) It all depends on the number of creatures in the unit and the number of creatures on the other side.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
In reply to Coder
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In my campaign, none of the castles had the Roar skill. However, both Kujin and Gotay had the Horde Fury skill. I thought Roar only existed in theory.
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Damn, I didn't know about the whip; it seems it's not very advantageous to use it on a Knight whose direct attack stat is being increased.
In reply to kB@c
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kB@c;177582
Damn, I didn't know about the whip, so it turns out that it's not very profitable to use it on a Crag whose direct hero attack is being leveled up :(
Come on, Crag's strength is his direct attack; spells are not the best choice for him. If you really want to, cast support spells on some accelerated centaurs and shout. But I always choose direct attack for him.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal

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