Ogre-Mages are, arguably, the Orcs' most
powerful unit. Even before they learn to use combat
magic, they are very effective in combat, able to stand
up against the Human Alliance's knights and crush pesky
footmen in groups. Once your Ogres are imbued with the
power of the dead Warlocks' magicks, however, they are
able to swat aside even Paladins with ease, and reduce
buildings to rubble in seconds. It is the Ogre-Mages'
primal spells that really bring out the differences
between the philosophies of the Humans and the Orcs in
battle.
- Eye of Kilrogg Mana
- Mana Cost: 70
- Research Cost: Non
This spell is a variation on the
summoning and necromantic magicks used by the now
vanquished Warlocks and Necromancers. The
"eye" is a physical obect which can be
destroyed by enemy arrows or cannon fire, but it
is very fast. Over time, the enchantment that
holds the eye together fades away, and the spell
will cause a harmless explosion as the eye
vanishes. The eye is, of course, intended to be
used as a scout, but it can also be used to
harass fleets of enemy destroyers by manuevering
around them and drawing their fire. The
destroyers' shots will do damge to any units
within the small explosive radius, which can
really annoy anyone foolish enough to leave their
ships packed together too tightly.
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- Bloodlust
- Mana Cost: 50
- Research Cost: 1000
Bloodlust sends the target into a
controlled frenzy. The subject feels fire is
running through his/her veins, and is capable of
dealing much more damage than usual. A
Bloodlusted unit has both its Basic Damage and
its Piercing Damage doubled for the duration of
the spell, which makes the unit extremely
effective against even the most heavily armored
foe. The bonus from weapon upgrades is also
doubled.
For example, in a battle between
an upgraded Paladin and an upgraded Ogre-Mage, both units
will do 4-8 points of damage to each other.
(8 Basic Damge - 8 Armor) + 8
Piercing Damage = 8 Max Damage (see The Combat Equation
for a detailed explanation)
If the Ogre-Mage is Bloodlusted,
however, it will do (16 Basic Damage - 8 Armor) + 16
Piercing Damage = 24 Max Damage
This is triple the amount that
the Ogre-Mage was doing before! Even if a Human Mage
casts Slow on the Ogre-Mage, halving its attacks, it will
still do 50% more damage than the Paladin does. A cube
(9) Bloodlusted Ogres can tear through a much larger
force of Paladins, even if the Paladins are full of mana
when they are attacked. It will only take an Ogre around
6 hits to kill a Paladin, which means that the Human
player had better be really fast with Healing.
An extremely effective way to
rapidly Bloodlust a group of Ogre-Magi is to select the
first Ogre in the group, hit the Bloodlust hot-key
("B" in the American version), and double-click
on the next Ogre. Hit "B" again, and
double-click on the next Ogre, etc. This will cast the
spell on that Ogre, and then select it. This way, each
Ogre casts the spell one time, leaving it with 200 mana
to either cast Bloodlust later on, or throw down some
quick Runes. Once combat starts, try to mix up which
Ogres are casting spells so that no unit runs out of mana
before the others.
Don't forget that any living
unit can be bloodlusted as well. Bloodlusted Trolls can
do a little more damage than completely upgraded Rangers,
and with axe upgrades, Berserkers can do significently
more damage than their woodland rivals. Bloodlusted
Dragons are an intimidating sight, especially if they're
also enchanted with the Haste spell.
- Runes
- Mana Cost: 200
- Research Cost: 1000
The exact nature of the Runes
used by Ogre-Magi is unknown to the Humans,
buttheir effect is obvious: anyone straying into
the area warded by the Runes is struck by a fiery
explosion capable of killing or injuring the
hardiest unit. Each "Rune" consists of
5 distinct points, each of which will explode
only once. The Runes are also indiscriminate-any
unit, friend or foe, that runs over them will be
affected. Only flying units are immune to the
effects. Since the Runes "float" on top
of water, they are pretty good against enemy
ships, especially transports.
The simplest, and perhaps most
effective, use of Runes is to cast them on the ground
between enemy peasants/peons and the mine that they are
working in. The runes are instantly fatal to the lowly
units, and if your opponent has enough peasants/peons
working he/she won't be able to pull them away in time to
save more than a few. Doing this a few times will not
only cripple your opponent's production, but will
probably force him/her to pull some units back to guard
the mine. This gives you a better opportunity to send a
wave of Bloodlusted Ogres crashing into town.
Another devious use of Runes
involves using an Ogre Mage and a Death knight together.
The Ogre-Mage casts Runes on the ground between the Death
Knight and some enemy troops, then the Death Knight casts
Death and Decay on the enemy units. The troops will rush
the Death Knight, and run right into the Runes.
Obviously, the more Ogre-Mages you have available to
saturate the ground with Runes, the more effective this
tactic is.
Summary
While the Ogres were a useful
ally in the early stages of the second Human-Orc war, it
was Gul'dan's discovery of a means to imbue the deadly
giants with great magickal power that gave the Orcs a
major edge in combat. While Death Knights are kept in
check by Paladins, nothing can effectively stand in the
way of a group of frenzied Ogre-Mages. If you can attack
a Human town with Bloodlusted Ogres before it has Mages
defending it, you will probably defeat it without too
much trouble.
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