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Warcraft 2: Tides Of Darkness cheats / Warcraft 2: Tides Of Darkness hints / Warcraft 2: Tides Of Darkness faqs / Warcraft 2: Tides Of Darkness solutions Warcraft 2: Tides Of Darkness hints Orcish Units Listing - Version 1.0 By Roland Carlos FongSucks@hotmail.com --------------- Version Updates 1.0 - January 15, 1999: Descriptions added. 0.5 - January 13, 1999: First release of guide. Basic stats included, descriptions soon to be included. ------------ Little Intro The Orcs relyed on brute strength for the First War. The only standouts were the Necromancers who were killed in the First War. The Second War brought on the Trolls, Ogres, and Goblins. In order to replace the lost Necromancers, Gul'Dan, the last Necromancer used the dead Knights of the First War to become Death Knights. Explanations: Visual Range - How far the unit can see HP - How much damage it can take MP - How much magical power it has Build Time - How much time it takes to train Gold Cost - How much gold it costs to train this unit Lumber Cost - How much lumber it costs to train this unit Oil Cost - How much oil it costs to train this unit Armor - How much protection this unit has Requirements - What, if anything, is needed to train this unit Basic Damage - The damage that is done that is affected by armor Piercing Damage - The damage that is done regardless of any factors Effective Damage - The least damage done to the most Attack Range - How far it can attack Speed - How fast the unit can go ---- Peon Visual Range: 4 HP: 30 MP: 0 Build Time: 45 Gold Cost: 400 Lumber Cost: 0 Armor: 0 Requirements: Great Hall Basic Damage: 3 Piercing Damage: 2 Effective Damage: 1-5 Attack Range: 1 Speed: 10 Easy targets for many enemy units, they usually go for these since they are easily killed due to lack armor and low HP. You need to protect your workers from attacks by enemy units or Blizzard/Death and Decay (which can really hurt miners). Make sure to have several extra workers on hand to build and to repair buildings. ----- Grunt Visual Range: 4 HP: 60 MP: 0 Build Time: 60 Gold Cost: 600 Lumber Cost: 0 Armor: 2 Requirements: Barracks Basic Damage: 6 Piercing Damage: 3 Effective Damage: 2-9 Attack Range: 1 Speed: 10 Use this unit for early attacks when you can't build anything better. They can also be used as support units later in the game, but for main attacks, go with something better. ---------------- Troll Axethrower Visual Range: 5 HP: 40 MP: 0 Build Time: 70 Gold Cost: 500 Lumber Cost: 50 Armor: 0 Requirements: Barracks, Lumber Mill Basic Damage: 3 Piercing Damage: 6 Effective Damage: 3-9 Attack Range: 4 Speed: 10 This unit will be used throughout the game since it is the cheapest ranged attacker. It can also be upgraded into better unit after upgrading your Great Hall. --------------- Troll Berserker Visual Range: 6 HP: 50 MP: 0 Build Time: 70 Gold Cost: 500 Lumber Cost: 50 Armor: 0 Requirements: Barracks, Lumber Mill, Berserker Training at Lumber Mill Basic Damage: 3 Piercing Damage: 6 Effective Damage: 3-9 Attack Range: 4 Speed: 10 Make sure to upgrade this unit to the most. Once it is fully upgraded, this unit will be a major killing machine. Just remember it still cannot take hits well. ---- Ogre Visual Range: 4 HP: 90 MP: 0 Build Time: 90 Gold Cost: 800 Lumber Cost: 100 Armor: 4 Requirements: Barracks, Blacksmith, Ogre Mound Basic Damage: 8 Piercing Damage: 4 Effective Damage: 2-12 Attack Range: 1 Speed: 13 This unit is a better Footman that costs more. Use these in place of Footmen when you are able to build them. --------- Ogre-Mage Visual Range: 5 HP: 90 MP: 255 Build Time: 90 Gold Cost: 800 Lumber Cost: 100 Armor: 4 Requirements: Barracks, Blacksmith, Ogre Mound, Ogre-Mage Upgrade at Altar of Storms Basic Damage: 8 Piercing Damage: 4 Effective Damage: 2-12 Attack Range: 1 Speed: 13 Magic Spells: Eye of Kilrogg - Costs 70 MP Using this spell creates a whole unit. The unit is an eye which can fly at a high speed. It can die easily due to its low HP total. It will kill itself after some time if not killed already. Bloodlust - Costs 50 MP Bloodlust makes the selected unit attack with greater force. The attacks done by the unit will hurt more than if he attacked regularly. Runes - Costs 200 MP Using Runes creates 5 mines at the selected point. These mines can hurt anyone who walks over them. After walked over, the mine is gone. The Ogre-Mages are the reason many people play Orcs. Not because of Eye of Kilrogg (it sucks as a scout, it dies easily and gives you little info), but because of Bloodlust. Bloodlust is cheap and can be cast many times. It also lasts a good while. Using Bloodlust on other Ogres can be fatal to the enemy. Their fast attacks and super power will kill most anything in its way. Runes is also good, but costs too much to be used a lot. -------- Catapult Visual Range: 9 HP: 110 MP: 0 Build Time: 250 Gold Cost: 900 Lumber Cost: 300 Armor: 0 Requirements: Barracks, Lumber Mill, Blacksmith Basic Damage: 80 Piercing Damage: 0 Effective Damage: 25-80 Attack Range: 8 Speed: 5 This is a very useful unit. It has the longest range so it can attack towers and ships without fear of retaliation. However, it can attack far away enemies without your knowledge, sometimes provoking a whole group to attack. If not prepared, it can hurt you. ------------ Death Knight Visual Range: 9 HP: 60 MP: 255 Build Time: 120 Gold Cost: 1,200 Lumber Cost: 0 Armor: 0 Requirements: Temple of the Damned Basic Damage: 0 Piercing Damage: 9 Effective Damage: 5-9 Attack Range: 2 Speed: 8 Magic Spells: Death Coil - Costs 100 MP This spell can help you in two way. First, the selected unit will lose HP. Second, the Death Knight who casts it will gain HP equal to the HP lost by the selected unit. Haste - Costs 50 MP This spell will slow the movement of a unit to a double pace for a limited time. So far, the attack speed has not been proven to be faster by affected units. The speed gained is about double of the regular total. Raise Dead - Costs 50 MP per Skeleton This spell will make the dead, de-composing bodies of fallen units turn into Skeletons. This spell will create Skeletons from any bodies nearby the selected point. It will create as many as possible. Whirlwind - Costs 100 MP Whirlwind creates a tornado that cannot be controlled. Once cast at the selected area, it will move at its own pace, even towards you if it likes. The Whirlwind will do damage to the place where it was. Unholy Armor - Costs 100 MP This spell will make the selected unit invulnerable to attacks by enemies. It is impossible for the unit to be damaged. However, using this spell will make the selected unit lose some HP. Death and Decay - Costs 25 MP per attack The death knight casts death vapor over a certain area. The death vapor will come in groups. The more MP available, the more death vapor created to attack. The death vapor can be stopped without using all MP by just pressing stop. The Death Knight is a good unit, but isnt used as much as the Mage. Death Coil, Haste, Raise Dead, and Unhold Armor are OK spells, but are not very useful in the long run. Whirlwind and Death and Decay do a lot of damage so they are the most used spells by a Death Knight. -------------- Goblin Sappers Visual Range: 4 HP: 40 MP: 0 Build Time: 200 Gold Cost: 700 Lumber Cost: 250 Armor: 0 Requirements: Goblin Alchemist Basic Damage: 4 Piercing Damage: 2 Effective Damage: 1-6 Attack Range: 1 Speed: 4 The damage done by exploding is 400. Build up these dudes so you can use to them to kill buildings. Try to place them where they can do the most damage (in between nearby buildings for example). --------------- Goblin Zeppelin Visual Range: 9 HP: 150 MP: 0 Build Time: 65 Gold Cost: 500 Lumber Cost: 100 Armor: 2 Requirements: Goblin Alchemist, Lumber Mill Basic Damage: 0 Piercing Damage: 0 Effective Damage: 0 Attack Range: 0 Speed: 17 These flyers are only good for scouting around and watching over empty gold mines. Try not to get them killed since they are important to making sure you know what is going on. ------ Dragon Visual Range: 6 HP: 100 MP: 0 Build Time: 250 Gold Cost: 2,500 Lumber Cost: 0 Armor: 5 Requirements: Dragon Roost Basic Damage: 0 Piercing Damage: 16 Effective Damage: 8-16 Attack Range: 4 Speed: 14 This flyer is important since it can do a lot of damage. Anything that is in way of its attack will take some damage, even allies. Make sure to space out your flyers so that they will not get hurt by their own attacks. ---------- Oil Tanker Visual Range: 4 HP: 90 MP: 0 Build Time: 50 Gold Cost: 400 Lumber Cost: 200 Armor: 10 Requirements: Shipyard Basic Damage: 0 Piercing Damage: 0 Effective Damage: 0 Attack Range: 0 Speed: 10 Protect these ships from enemies since they hold the precious oil for you to use on ships. --------------- Troll Destroyer Visual Range: 8 HP: 100 MP: 0 Build Time: 90 Gold Cost: 700 Lumber Cost: 350 Oil Cost: 700 Armor: 10 Requirements: Shipyard Basic Damage: 35 Piercing Damage: 0 Effective Damage: 2-35 Attack Range: 4 Speed: 10 The basic ship, it is useful for early water attacks, but for nothing after that. Their only advantage in later water battles is that they can attack air units. --------- Transport Visual Range: 4 HP: 150 MP: 0 Build Time: 70 Gold Cost: 600 Lumber Cost: 200 Oil Cost: 500 Armor: 0 Requirements: Shipyard, Foundry Basic Damage: 0 Piercing Damage: 0 Effective Damage: 0 Attack Range: 0 Speed: 10 The only use of this ship is send up to 6 ground units onto other soil. Make sure to protect these since if they die, the units inside die as well. ----------------- Ogre Juggernaught Visual Range: 8 HP: 150 MP: 0 Build Time: 140 Gold Cost: 1,000 Lumber Cost: 500 Oil Cost: 1,000 Armor: 15 Requirements: Shipyard, Foundry Basic Damage: 130 Piercing Damage: 0 Effective Damage: 50-130 Attack Range: 6 Speed: 6 The powerhouses of the water, these ships are very useful in taking water control. However, they cannot fire on air units so know that. They can be killed if attack by enough ships, but it will take some while and the enemy will lose some ships. ------------ Giant Turtle Visual Range: 5 HP: 60 MP: 0 Build Time: 100 Gold Cost: 800 Lumber Cost: 150 Oil Cost: 900 Armor: 0 Requirements: Shipyard, Goblin Alchemist Basic Damage: 50 Piercing Damage: 0 Effective Damage: 10-50 Attack Range: 4 Speed: 7 A fun unit to use, it can do a lot of damage before dying. This unit will be undetected by enemies until a flyer or tower can view it. The firing rate of this unit is very fast so you can kill ships very quickly. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Warcraft 2 and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Warcraft 2 is a trademark of Blizzard Inc., copyright 1996. All other trademarks copyright their respective owners. Copyright Roland Carlos 1999 Other Warcraft 2: Tides Of Darkness cheats hints faqs solutions: 1. Warcraft 2: Tides Of Darkness cheat codes 2. Warcraft 2: Tides Of Darkness cheat codes 3. Warcraft 2: Tides Of Darkness cheat codes 4. Warcraft 2: Tides Of Darkness cheat codes 5. Warcraft 2: Tides Of Darkness cheat codes 1. Warcraft 2: Tides Of Darkness hints 2. Warcraft 2: Tides Of Darkness hints 4. Warcraft 2: Tides Of Darkness hints 1. Warcraft 2: Tides Of Darkness faq and solutions 2. Warcraft 2: Tides Of Darkness faq and solutions 3. Warcraft 2: Tides Of Darkness faq and solutions 4. Warcraft 2: Tides Of Darkness faq and solutions |