Difference between revisions of "Orc"
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− | '''Orc''' is one of the few races that you need to attack with in order to do well. This is because their elite OP's strength is based upon prestige and the easiest way to gain prestige is through attacking other dominions. They can be played as a fast attacker (with a large spec number) or as a slow attacker (concentrating on elites). They do not work very well as a converter. | + | '''Orc''' is one of the few races that you need to attack with in order to do well. This is because their elite OP's strength is based upon prestige and the easiest way to gain prestige is through attacking other dominions. They can be played as a fast attacker (with a large spec number) or as a medium to slow attacker (concentrating on elites). They do not work very well as a converter. |
== Racial Bonuses == | == Racial Bonuses == | ||
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* Cheap OP | * Cheap OP | ||
* 3.5 point offensive spec | * 3.5 point offensive spec | ||
− | * Can be played | + | * Can be played fairly fast |
* OP spell | * OP spell | ||
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* Inefficient elite OP until high prestige is gained | * Inefficient elite OP until high prestige is gained | ||
+ | * Playing fast can quickly become a trap with low/no turtle | ||
* Spell increases casualty numbers taken (see next section) | * Spell increases casualty numbers taken (see next section) | ||
Revision as of 08:38, 10 October 2022
Orc | |
---|---|
Aliases: | p0rc, Ork, Orx |
Introduced: | Round 15 |
Round Wins: | 0 |
Attacker: | Intermediate |
Explorer: | Advanced |
Converter: | Advanced |
Alignment: | Evil |
Land type: | Forest |
Scribes: | [1] |
Orc is one of the few races that you need to attack with in order to do well. This is because their elite OP's strength is based upon prestige and the easiest way to gain prestige is through attacking other dominions. They can be played as a fast attacker (with a large spec number) or as a medium to slow attacker (concentrating on elites). They do not work very well as a converter.
Racial Bonuses
- Lumber production: +50%
Military Units
Unit | OP | DP | Platinum | Ore | Special |
---|---|---|---|---|---|
Savage | 3.5 | 0 | 330 | 20 | |
Guard | 0 | 3 | 300 | 0 | |
Voodoo Magi | 0 | 5 | 975 | 0 | Reduces combat losses |
Bonebreaker | 4* | 3 | 1150 | 100 | Offensive power is increased by 1 for every 250 prestige, maximum +3 |
General information
Racial Spell
Bloodrage: Gives a 10% attack strength bonus, but increases offensive casualties taken by 10%.
Pros
- Cheap OP
- 3.5 point offensive spec
- Can be played fairly fast
- OP spell
Cons
- Inefficient elite OP until high prestige is gained
- Playing fast can quickly become a trap with low/no turtle
- Spell increases casualty numbers taken (see next section)
Bloodrage Casualties
Though Orc's racial spell increases offensive casualties, it is not nearly as severe a penalty as it might look at first glance. For instance, take the following scenario: you attack a target with 99999 DP, using only Savages. You have 25% offensive mods without casting your racial, meaning you would need 20000 Savages to break the target. 20000*4*1.25 = 100000
Normally, you would then take 8.5% casualties on that 20000 = 1750 lost Savages.
If you cast Bloodrage, your offensive mods become 35%. You will now need 100000÷1.35÷4 = 18518.51 --> 18519
Savages to break, and you will have 1.1*8.5% = 9.35% casualties. 0.0935*18519 = 1731.5265
As you can see, you will have 1% less casualties if you cast Bloodrage, and perhaps also have some OP left home for turtle if you use Bone Breakers. However, to quote the old Dominion Wiki FAQ: this does not mean that Bloodrage reduces casualties by 1%, unless you always train 10% more OP than you need. It means that it is not worthwhile to train 10% more OP merely to avoid the increased casualties.