• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • It's time for the first HD Modeling Contest of 2025. Join the theme discussion for Hive's HD Modeling Contest #7! Click here to post your idea!

Custom Race: Ogre Legion 1.3.5 w/AI

AD_4nXf8-BsSH05PhUja5B-9kEfcDCSDAIY53eESJpo0MeHgr_4wdO7I6SkjmPkMJ3Kf9IVrV5ERZIwW1i7zdNz6R4VRWvO_9_-Lsg048ll4HKy_o5zV0LiMasVoND2cS-wOxwFC_7VOopCOFqcM8KQXCmH8ZW64

296693-34b0626365a16fa57dbb4b5b623c5961.jpg


Made with Reforged: Classic graphics. This is an edit of a modified melee map Bandit Ridge to include The Ogre Legion as a playable race.To play Ogre Legion, select Orc and set handicap to 90%.

Faction Information:

AD_4nXcdvfctSMVZ7suiWVd-e4LeQgP9m38EQoZI-2k0ppRos1hFvr7aWJl2mo64nBG-Zi3TNdZY-iFeJhSrmT4UoZheQlsHEN-SvS5Cw1nx-p60w5R1x7RO16cTq6DY9nmhOR7gm64mR1MUMUF7mfBXY4cB_rc
Might Makes Right: Ogres are large, brutish humanoids of notable strength that greatly respect strength in combat, and beating a rival is usually the only way to advance within the clan. Straightforward in combat and often suffer as much punishment as they dish out, relying on their strength and stamina to carry them to victory.
  • Physical Might: Units have almost double the hitpoints and damage when compared to their counterparts in other factions. They however have a similar increase in resource cost.
  • Ring of Trials: Enter non-magical ogres into the structure to be converted into stronger units at a cost.
AD_4nXeHVS7X6uJcQJ36UezYoM9SQXNwUaQOrgj3_jOGzibRZsc-V3AMGgb2_PDPAbtRtekJwzTP-SPQhl69gT3QVY666ZjPrmRTTLnOXtGnNx5sVw-qmizLfZMSwWz8j5DyC5x52YlMaWqKVia_xvXo_Yay8nEg
Arcane Affinity: Due to the ogres' descent from the stone giant Ground they are naturally attuned to the arcane allowing them to manipulate the earth and raw arcane magic. Exposure to arcane magic, caused ogre children to be born with two heads making them exceptional spellcasters. Tutelage of Gul’dan has introduced the arts of Death and Fel to the ogre’s repertoire.
  • Magic: Ogre caster focus their abilities on powerful buffs and strikes or using Rituals to support their troops in mass.
  • Ritual Ground: Allow for the creation of artificial ogre magi and arcane research.
AD_4nXdqaO2etYCrlvkXNJrA1j6Zs5Br1XwDf5IbxBtnWHd_tRHQ4S82krNZTvPOF6X_O3SCanTcesM9XkuoSNWeizhCW-HKsSz0mTtwNi-MUsu76ABBO5mPf4E52vGFMraMf-zgxqadHfnnMpUi1X5VA8kahgT0
Slavery: Ogres have a long history of enslaving orcs, forcing their captives to fight each other in brutal arenas for entertainment.
  • Labor: The Ogre Legion initially makes use of Ogre runts for harvesting, they can be replaced with Slaves Laborers for a more food effective method.
  • Gladiators: A Ring of Trials can temporarily release its Gladiators to defend the base and Slaves Laborers can be converted into permanent Gladiators for a cheap fighting force.

Ai:

To play with or against Ogre Legion, computer players have to have their race set to Orc and their Handicap to 90%, 80%, 70% or 60%. Handicap is set 100% after AI is picked.
90% Imperator's Legion:They are generalist AI. They will build few of most unit types and research all technologies.
80% Gordok Enforcers:Trains only Ogre units and research. Has casters and deals heavy normal and magic damage. Masses Champions.
70% Children of Grond:Transitions to only Ogrekin units and research. Has air units and deals heavy siege damage. Masses Breakers and Scouts.
60% Pit Masters:Trains early Ogre units and most research. Masses Gladiators.

Heroes
AD_4nXccjMx79DffbEtlx3ftl2VWeDP0iTLhb-jfaRmzoB0kz5Nr2QKQOR9-C3sSr7oL-jSchCFY0Ml93jgyaybiUcSXFlCq9n6L0GtM2S7FkGG0XdTdbKfhj-_Byb1jNeBJl1a39m3CmOx3AC7mdNsv7LJ5emU

Role: Area damage; Debuff, High Damage.

Description: Melee Strength Hero, exceptional at melee combat and debuffing single targets.
Abilities
AD_4nXcBc18bKUG4Nyt382JcpZ2FjxKTPa-k2YA8ONEI4R7KAf3WALUT3_VAWVt1yBghBBf783pgOYDPTWd-DVG55ZQqPndf2vMeEl903dRb1vmQA1VsUUtHT6Q3fIXS3C7lbzwGGN7y4flbNE0o1obJFhkrB-PA
Shockwave: A wave of force that ripples out from the Hero, causing 75/130/200 damage to land units in a line.

AD_4nXdgReWmGsRmrD3vEBso9L6F_wb-dkwVh84T-mRGsKhDmFqHXDGEqfHAvBp4i_vZG1mCtikNaZkop_1mYYFpzlpPpefiatT9hnfTTl5LIiLO8Qz_mXz9BHtIGzPw4oQvfEBQQ9cC1r3_hEoCyrG7J_HeInP7
Rending Force: Slams the target with brute force dealing 2/4/6x strength damage and gets stunned for 1/2/3 second, there is 15/30/45% for 2/4/ armor reduction for 3/6/9 seconds.

AD_4nXeWNAbdiWt4CBjGNUMmnpuGJJJfYgTffONo1v6FppC7AnuPNbxshzeIl7oOTZdTUBmIy1qIFK6HuiUNRpHBc-rmateHm6EKMriE5zpxLPXLXQf2ZMUnmcO2HWsZF41Q8q65-G0ib5qnIwSNnjz7JINypTmA
Beast Attack: Strikes the target with brutal force of the beast, dealing 1/8 of caster's max life + 1/2/3 x caster's strength damage and knocking back the target in distance of 300.

AD_4nXfXtfJoEXklZJcTiVWciPCdh6tu15JYlGCgip2GjhrZbel0tvuk5SvE8vhRMcpK5iYUiz7WSTUbvzmuVdVxX-4uPmmVipc1Kd04LpJiGYyyay5uGWIPV1l6Ai_hpiyVBL8V72jqjDEcpppzujvWXl-e_QWz
Vengeful Soul: Whenever this unit takes damage while having less than 50% health, block said damage and restores 30% of max health. This ability has 45 seconds cooldown.
AD_4nXcGKb3l9snc2aRc6S20SsG3iW9rAXM3czpFFJivzZ3xwl87hUdRIeWGpnddmAYMqk8dmotaFubNcFRpr6M1eImLmoxqRqhiahzG3jANZfhiRwNvASbPDeU-eF3moA-wD4sdIgsmW_de8egn3uue2zqMbs8

Role: Anti-caster; Tank; Assassin

Description: Range Intelligence Hero, effective at destroying mana and single targets damage.
Abilities
AD_4nXfMo5n8btEfmQHSj319tFksVNlauAxqDAZOZk-CYfMhSj0pKPPOjFvG1gglF8sIgiS7YPPnWkgPIKtyUmELFWnK6eHyLJRMNmnBCqFmYegTRdzprD_MEcXY1fwXXlR66RdoIGnLU2euq8MPPHD0D4NweLiW
Arcane Disruption: Casts a mysterious spell upon your allies or foes, Restores/burns 120/170/220 mana and heals/damages for 50/100/150 points.

AD_4nXcK2PUD1GwQ807boNVhCDbDh6ohA8kLa_WSAf4hEoZ5a53ikzV4TDf-7FOVpSxNtadCTGPotBxc5uMLPu8Du4_PuDcSbXf6wkRyxqrkOcJgsqIOJnVL-XUm150LoOu4DjDiNzhoUWvJLDwPV8TU72wo1q8o
Mana Shield: Activates a shield that absorbs 2/3/4 damage per point of mana.

AD_4nXcFWH9KPCM005cwroFFiVTMUa5yaTAyC46e_jeEzShelj_o9XS76TIBq5kTyt_-l08yjYEMeQHNygR-J4SFUIL6osmqO5vojKgQjRK8q9JIupuO6fS2sr788e67z7bRr6FBvLX5nZF9ukBkGDAqY_I5dRs
Energy Resort: Whenever the hero attacks, he has a 20/30/40% change to purge the attacked unit and replenish 10/20/30 mana points to the hero.

AD_4nXevH2JJFCsDIIm4gNeaGh8RnRiIXL98zehohCg1ElDZRT5zGn0wDU2o8xCSKnISvRXqUNuCO9oljGIuwRPDrUU-a9139KSTBDrlzm5ZBDz0SXCDcKM-TviPtUZ89i8neugyX2uZ84AQFB2pPjc_gwS29L6Z
Arcane Decimate: Expend all of your current mana to deal 2x mana damage to your enemy target killing it. When the target dies, remaining damage is split between 4 nearby enemies in a 500-radius. Units in a 500-radius are slowed.
AD_4nXd6x_i4ZPfVS_RqAu7Ld0Ks-LnwlOOvrlricZtEFJOvgrkUU2NBXDyoI1m3ZdbwxNKNMaGvD4waI5q4WmS7tDdS_SV1eFvdcM2In8pP6f28n-7Q60_v2I3dB2tDnrLeT9YOzVe2QLnANsaKGXJydyC2FBGx

Role: Ranged Combat; Summoner Negative Buffer;

Description: Range Intelligence Hero, adept at ranged assaults and supporting friendly troops.
Abilities
AD_4nXer7CMHXVChF807eW3XZoUwcXvKcDMRNRfDHU1zq93DSet6vv1iwLr5TrjTekRVEWnR6IGH9R9fEjVGk24QCsWKMTKM_ul6PNt3mFY1OQeM4pBPJtVcuVi0faGVhtVQqX_GO3bWo5ZgWexgz4Xa1j0cdOTO
Shadow Spear: Deals 8/16/24 initial damage, 20/40/60 duration damage. Movement and Attack speed are reduced by 25% Lasts 10 seconds.

AD_4nXeNtTJuoxzO6SnVXYGrH964cyhdnc1FFMEIWMhZuisjupO3djK1TBg7cGwWkgt7u8_3u2jrRdPVrXt1JlLcbUSkrVTudgAVY5Sw28vGUvMzCUCjJbs5-CdjxT1rJ1ljCZMa2bTsMzLsO3te_pbT1l71xdmW
Summon The Dead: Raises a Lesser\Medium\Greater Skeletal spirit from a corpse. Limit 2/4/6. Lasts 50 seconds.

AD_4nXczaMnOJnHranFuLnculyVa5zX7_cN4vxf2jYIl9WPck0MEYCtvhjmEg1ap-Fm_N4vPeXDF1VXQcSnmErpMd0twyBfp7V-BxqlUVyjdJaGEuY_9zf3uuM-OHTP5ryJNgjF2ajFjZgv-AlMDmidCmNoEYbiV
Unholy Armor: Makes target units impervious to attacks and spells for a duration at the cost of half its current hit-points. Lasts 10/15/20 seconds.

AD_4nXcvEezNQdZUAszqlAXI0vn3CjHyaFGBzc7bX7AKvfvkLR8fPaTYx-KVacqKcAj0GBDhknvNiUqa8qQbxXBi7_cA-hSEYUsCyIyYWntV07WGJcntSYvnTY2FV8L4wz8y7Xx6_1wPC2yjGkxyD_akWCURUcM
Incite Frenzy: Sacrifices a target friendly unit. All nearby non-mechanical units gain Blood Frenzy, increasing attack rate and movement speed by 75%. Lasts 45 seconds.

N/AN/A
Abilities
N/A


Units
AD_4nXfjO_upNw3v0nfGb4jJcCRHlRD-xhn6OjA-dQY8Qt2pEad2jbCKaL3QeI_UpIOOirByxfFuWzsEV1UKG6VeVTttY1GfoGy5cxPKw748Plh1lumu3aUzo2QCXJP2ebelRIaXSiTlme_am1uWKJUA_CFVlzY

Role: Gatherer; Builder;

Description: Laborer of the Ogre Legion. An Ogre Runt can become an Ogre Guard by entering a Ring of Trials. Attacks land units and trees.
Abilities
AD_4nXfSbi_XVAeXLTWiw_ftNvbiqILYM75affPeCZRMdvtMDnw0L-VLTkTTMNrk3f9xqiyTThCfeFW_wOokuliENXcX-nthD9AJxjr9te0YixCuGUm35D0ZycFZ5bJiy-kT_z4sU3jpj6fUMx9npUOTzjgtlTo
Build: Brings up a list of the available buildings that you may choose to construct. Build from the inside.

AD_4nXcPG4tYmRCqazHdUVbOaz9_HWyNBuAAF0eMhEB7p9GaV4CJvuXm-Qy3cEDSw0OdW0ECrCJn4ttAtwf4w3Jx7aDP1jaQ_YwBNbpzxtwbYPfokpqWH6jBstAiKmXbE_6IYwDgVlSikvRf62DpFHEtm4OJd0tG
Harvest: Mines 20 gold from gold mines and harvests 20 lumber from trees. Harvests 2 lumber per hit.

AD_4nXdIdAPyA_xoAUAXBGTIW8xYJNWC62dt107GJJdqMBNADzCkxTa4Tx_hm4XZ0z6DeDgzIJ-ESeIpM8yTh_7HON3Oaa9G7jn8nsQtlHxhAx1vFDOoj_RirICuLUd-UZVI-mCApp7uGiYTsIcmRG2Czbv1Mz4N
Repair: Allows units to restore hit points to damaged mechanical units and structures.
AD_4nXf-l8fVEfcvgHUVGSlJ_LOTuiEfuHK_cq1aIWnHK0ct18lRTLkm7G0fCuZyCp30uHuvVVtKEu2VbrT3w7WxWnHwNsgzxOfDYfIzdaxNGu2Azky3QeZ7IHHRB26ZE5aHYnzo7HpVhkmtdzHabjLFjDooWecj

Role: Gatherer; Weak Fighter;

Description: Slave worker. Attacks land and trees units.
Abilities
AD_4nXcPG4tYmRCqazHdUVbOaz9_HWyNBuAAF0eMhEB7p9GaV4CJvuXm-Qy3cEDSw0OdW0ECrCJn4ttAtwf4w3Jx7aDP1jaQ_YwBNbpzxtwbYPfokpqWH6jBstAiKmXbE_6IYwDgVlSikvRf62DpFHEtm4OJd0tG
Harvest: Mines 10 gold from gold mines and harvests 10 lumber from trees. Harvests 1 lumber per hit.

AD_4nXdq4UUhSwU4PAbIOHJ_ePwSTqiZEQc0c9mvp1u0w2FUPsvecNVn_eQFHNIs64Mf0FkkAwGHBadl5pcEW1WvtU7z8LotzdJvbsMb6ETwukWyUtLLbtK6TCBxjuR46Zcxv6Sdnsq5MP0SEttMfSwOev2Wj1hy
Gladiator Hurler Training: Converts Enslaved Labourer into a permanent Gladiator Hurler for 15 gold and 10 lumber.

AD_4nXfjVaybgIxlCp8CN_3HaNxHF0pEuMbTyv-2E6AiEWiBHXjkitHlQkCNiP9wlEtvekVnjZm7f8RZYkcky4bVbLNaDMGlNakrk-SBUM1ih0MVmIGXvNg3t9RwitHHd7Fowl-LrfqebeYD5Sah717bOPpH-R-G
Gladiator Warrior Training: Converts Enslaved Labourer into a permanent Gladiator Warrior for 25 gold. Has the Beast Gladiators ability.
AD_4nXdu_9yKnIsqofCGP_D0mdzEF3pp-iLWgdaMBsJ1Q75kNwVPMH3jl45lpgu1pXd-bBH1Xv1nqjCnJu6w4MzMP7Zrs9cA5yuvitf6vGrGuCm5M7S61VtBytv4qmjzpyk3qyU4-awADjWwAA566DZOSae0l_Xs

Role: Early Melee Combat

Description: Standard warrior of the Ogre Legion armed with a club. An Ogre Guard can become an Ogre Champion by entering a Ring of Trials. Attacks land units.
Abilities
AD_4nXcAZi_Bn-AZsE734aZmitkYwq_PHP7qHaEaCrI4QvwPwBZF1gkUguROmT8FfIeZ4sOlnERISmIgSgPTBg4ZWEIdRcQsGoqQmWssVF9UIR1pMj9ft0uSMulympQqzLOZc1UeMmTIH_g0yK9THSugYufiIcQQ
Perforating Strike: The massive pike pierces through the attacked target. Deals 20% damage in a 50-radius for a 100-distance.
AD_4nXfZN52LJg40Dgl2dhoneRo6mc2Rvq-yAbjtJ3P053tKPHFXJJIwT8mVSTq4fEyFtUr9uFLdzRUiMUR1HjvuI4vtCfVRqDkGwFCafVxuxrckEoNf5X9SiPchfOdN5nfvFGP5IDSiVPtHjSJ-8_yb10YEMg5w

Role: Ranged Combat; Anti-air

Description: Ranged warrior of the Ogre Legion. Effective against aerial units. Attacks land and air units..
Abilities
AD_4nXdhuBQIcBs-lE03n93Xy31na7SWqCY-hJS5Yee1ZFpngOxPxQ6klDO2NcpUkM8DGK-eac1wQm8Qsu_F0uloeWK8n2x9nnjVzvUC8xPdlRMTYGEY2MpS1MKAnQ-8yGhbdD8eHmcEkL2u5o2aWwbdpaFypGTW
Bleeding Pierce: Their massive projectiles leave open wounds. Deals 30 damage over 15 seconds to the attacked organic enemy unit.
AD_4nXfBanEjvI9Fb-b68WpGw6nnq8p9HKJYu5rwLm3cfaZbfWz_a922Drth9N-eqT2PJ4jukF2_ktGoBgn-2i3nOiT0abCh5YZs5U2vxEdDj5DhgVL1NxNX18M4aW2_aTjVo0bApkuCw6ziQLb8TzthhVu42Bg

Role: Ranged Siege Combat; Anti-air

Description: Siege warrior the Ogre Legion. Effective against structures. Attacks land units.
Abilities
AD_4nXeRRznvr_z62tioABBI_yDdNZzSMFXdbCo9pZB2gMPAcSY9rrdEsv_3IWIqKJ3rmSuXPkYtFg0DrfcfMejf1C7yPVQk6O8f3XgbQEjxweWN6g4Q64BnT_RwnYr_0XrPSCt6ooQW1yxW-nsrsWkuS4fxldE
Iron Spheres: The heavier iron crushes rather than shatters upon impact. Deals a 50% damage increase to targets with Medium armor.

AD_4nXdXQerRGmSs6MLhhk4DLdB96OTV0btZZro8NjEKzAfp9xocog2tJwjweTg4hFF276sOHjvExapY3GyH5BBj7lY5SVkAbdASrzDFXFR06w-ia7t65JBCZsL6ztnRn1VoHHFg4nuByh19zlGUNJTAgEx6Ara-
Focus: Learned to concentrate on aerial targets. Attacks can target aerial units.
AD_4nXdM4Xshs-DcJKvmOoMINyt8s2rNGdgP345YCtsSN8D7g84Uh-PQfhEX7uUoH-xSNKrnV1zc7t-mP6hCSghMA0oWmQ_0YUloLV5xnzPkJ28N4F0YQn5Xj1cigC1xp_PENCfziLY82tkxwexj9820uQlA5IL6

Role: Aura Caster; Dispeller; Anti Caster

Description: Ritual drummer of the Ogre Legion. Channeled support and Dispeller. Has no Attack.
Abilities
AD_4nXebU9RoVvwt_wq6M0XNjl7-47897XrWRS2LcW_GDy7sc1X-4CfNXvwGx1p_gsZuw7EAq9mSORdv9bCYytBaelSDFs7DlkhfokpiqrpvGe50_8LhkOcT2aTPXJHjFLmcfQ0PqMUG3I_oaT_G-yGYoR_kOhtC
AD_4nXdzHhwP3ZWQgyH2na5CSe2iOZRvOCQT3y-H75Xxkks-7GrzRzV7RWUkyhAEMUqh5KHs7sz4oOqFCZZmRNsNs3V2j8bAIhHawWUQhHlwBNL-YfwNX7Xh6FITpinnralDxEqOYfSCKeOESYb-OiXLAEIChz8T
AD_4nXd0ZI7FX3sioU6Qfr0VTYR18_b44u18Q_BGfS8ed3UwAhjUKTvG-TnghZGKsxhUh3viHNZNW6C38p3jcKaV8QA14smoLkKusLAMhTJfRaK9Aoe-9jx9lKHQMlx_aPacdf3ukqpk_cMGRzPmWWvSvMIjobHj
Drumming Rituals: The Ritual Drummer can choose to channel Marching Drums, Battle Drums or Dinner Drums to provide an aura bonus in a 500-radius. Changing the channeled Ritual or casting either Discordant Beat or Mellifluous Rhythm will discontinue the current ritual.

AD_4nXdHjYB_ortYXOAkaatMLYCQfZslKijSiebrzAj8Fk1JaF9QiWhH25beWHGQJ4yYhjIs4qSuFLVvDEVarg8KbXLju1poA5UNhrd-q_lkZE4hIVmt48VcVHHjEpThO4-4t3RY0sCHQSCfqsUHoRrAs2Rg_7Q
Mellifluous Rhythm: Direct arcane power in a targeted location. Dispels buffs casted by enemies and deals 200 damage to summoned units.

AD_4nXd9zTbmfTOHjNn-EHjvIKvnxiFvgrC87gTF_xxO3-F8kwvl4mmgVoV9a3Jd0IV_8d5UFppsK8YScCt7IckYIOgAl-HVoQhphrz1s6TwP1m60SkBC9ClNHRQ-JirfAvOJ-1AiJdnpFgnL7X68poBBFiH108j
Discordant Beat: Channel negative magical energies that damage nearby enemies when they cast spells for 30 seconds. Deals 4 damage per mana point the target currently has, up to a maximum of 80 while the Ritual Drummer gains 8 armor.
AD_4nXfFNmXc7fq0VFCCDiRt8Tb7S7ILywBCTIel6Y0FIIKdvRQ6E-0dnalBgS_YaVhtlZJzTDtZeo3e9OxSmgcF0MZlks3eKg4n7eJN_pG2Ds-KcNPocOTBfHKhnQMVHiu__B6NJwtkr042Zk9Sz_cnyedYLMwu

Role: Ranged Magic Combat; Buffer, AOE Damage

Description: Magi of the Ogre Legion. Offensive support Caster. Attacks land and air units.
Abilities
AD_4nXfS5noLffeGj1yb4fbo2FFsuq-Wk9eDR0WFGuyo5PAdfkUnFL_SykRlOmtSKjcfrOzJd1W6UaKVd3iImKtcna_u7IeDZvrod9YSpf_Xrlr5suykEPw6W_cppUbzU5seGHHsGlIooRit99QnWALONhq2XxlM
Stonebolt: Conjurer's a magical boulder at an enemy unit. Adds 5 bonus damage and deals 50% damage in a 150-radius.

AD_4nXfqmvd4OL9Nh4wB1zLgdcbErcgFzuchtpNlHIXSPtBKdoNuMt0Gla3xin26E3i8iVqaHUttuEhTeNNs54i1fHGaBJwGi4lVJVyTTGgC2p6t1f2FnHeN-aZMA1n1ZQv1pHvC9SL1JRXZizn_sV43Lub9PyIe
Blood Rune: Creates a hidden explosive rune from a corpse. When activated by nearby enemies, it is destroyed, dealing 75 damage in a 150-radius and 35 damage in a 300-radius. Lasts 180 seconds or until the caster dies. Maximum of 5 per Magi.

AD_4nXdGvA0-1Z6G6nJRT6HX29VuYq6gt5DjcAry6QUKp-XnBTYOW3F3L0XUgtu-HQOX2GSS8oMA2qC9yOEduMjmTSEWdtpTAlhhoozgkq83OjuQZ8SGbyCGpmqVtL4sPOSOnOIpKUatJ15KeYREeJ9SO_fsBJY
Greater Might: Strengthens allies with arcane power. Target has 20% extra damage and 0.50 extra hitpoint regeneration for 60 seconds.
AD_4nXeAVeBJMlmA9QUmKfg2qA_kpznGNPxuZqeodzjODtwra239BMmhTrk-xIvc_H4GT4NMh39PPLcHN9DX8GpWKMfOa7qOK5pDwIfesKkHRGwiZ1PLXWsLMCV8yPQqAO6MUGxBTYW-I9kqcNTNwrPkEc2COeRj

Role: Scout; Ranged Air Combat

Description: Avian Mercenary of the Ogre Legion. Excellent at scouting. Attacks land and air units.
Abilities
AD_4nXc72RVpaT4fbtCTE7Ch8RAp60mUZvJ7lXe1sPBKashr0fX9zy2yy3V6rmTDu5r4n-yDgMiqsmNK4hBLEzYZxh9-kSmOW-fAs64d6nFIom2tK1P7NmaCHSKugtBna3uphNztGfTgCaJVoKMqzZAQ8DjP_XwQ
Hawk Eyed: Reveals nearby invisible units.
AD_4nXff35RQvtX_zQtRufqsz6-txXUd-Ra4p6RsqmEQT5NvC-6gIECY9Aqj0XrQloJwLs5m-Bka7dTjvoW_FWRChA7GQrbeOl17bnx5Y3m--RvZy3LVB-UDq8MNKOAE1Yypng0dqpWToa07mpUq2UxDViQ1pn0

Role: Mixed Combatant; Normal and Siege; Debuffer

Description: Brutish Giant in service to the Ogre Legion. General combatant and effective against structures. Attacks land units.
Abilities
AD_4nXeE9S1ZqNt1PEbPt4Mu_Cu_mPfxwA3geg3HYXTwOprE6qgbDEPJ0RvMmdufIXpYpX2gvmC3hwM6n7Hc2j6FCMRrwgMBsRNaYMtqIPzhzCTHjPFfSWtUwsZKHHjCwDHCmLT7ITrp5MQMW1Am0trjYzKzing
Stunning Swing: Their powerful clubs can rattle even the hardest targets. The creature strikes with such force that 25% of their damage strikes through to enemies near the primary attacked unit. Primary targets have a 10% chance of receiving 25 extra damage and being stunned for 2 seconds.

AD_4nXfCfmBi4hcqp47fAFveS0dpommdpEYWG87jXjmIu3EO4TwMyfede5_7diViU94npb0mNZe9xt7KZj1VIejp-H8Vu9qd7tBKlwPEzQCZR0PEqZlVeEeGw-J3C4BP8yzryMhJumgonV62nmxHK-V2r-fy2JZr
Thick Hide: Years of combat have greatly hardened hide. Has 50% chance of having damage taken reduced by 15 damage. Damage taken can't be reduced below 10 damage.

AD_4nXd8RjKC61x-azFZOe2r76Rf_ZqPbuwgCUfZWXkpRK-2UxevJbfJalrgd9KA5WL8N0uqTGaXKNBhsE-gvQzw2xFb72UYS2wU-ynuMyTPCs0Ec8UeAQRhBhJKJKmZYJy6zg5DEUIB2H7qa6KKGT34UB_PLaDy
Enfeebling Roar: Releases Terror inducing roar. Reduces armor by 2 for 10 seconds for enemy units in a 450-radius.
AD_4nXcGavo_gJYMU1V9PM6IldPdpaHPkf-O4HjfCxElQbJC68hWs9oziJ88pPmV5ls0koy6a_WElL9XRjiyi7iIPrsjpJ_do6Ym4IlHRkCLd5ocI83TYxCZcirH5pwJ9qYpDEtWR2ErNRg2FG2rHoBgOtPRnLcw

Role: Seige; AoE;

Description: Enormous assault creature. Particularly effective against structures and clusters of troops. Attacks land and air units.
Abilities
AD_4nXfsRu2brBwzrdYKAJfXRZjrftaPpY5o_yOvmInJ93yTXQ8H1RiI7IITCnDFZrYmaSNDp_S8npebroOAtq1p1rU_HuHUAcoqzENgUbI-4rahA7Y7GyHAj1agax_ZG2kXrpj9NAT03ZCBKCKN6d9Ai5QLl5hf
Gronn Armor: The hides of the powerful beasts are both a symbol and protective. Reduces Piercing and Magic damage taken to 50%.

AD_4nXeJN52r3qF-ke4KpX98KSkPlLQ2H111iUJVQ1e8_NoiiTqeN9edEHP1OTJ6crImBuYkgYIFahOnFnfV_kqNNmCEM1pl8e9_5UZwRS0cMlAAtrHFUZdgmvI-2djSDAqM9imhpGCSRdYQbQPEEKHEbYyTN7I
Earthshatter: Slams the ground with a devastating strike. Deals 100 damage and has a 90% move and attack speed reduction for 5 seconds for enemy land units in a 300-radius.
AD_4nXdm2KDhHzGqjTtvpW3XyxxAUiyEchSc4P2rzgyt0Nr_7oAR_j_UHhbh25LhQa65KDCiLW7sgjjBnOdSSIMv5XUQl3syYuC2IAI8zmCLfGxZX9_FX9swWfCAq9RlwkIKhKyQSUV0RNYeUyTIKlFM6Tcn5Lw

Role: Late Melee;

Description: Powerful elite warrior of the Ogre Legion. Attacks land units.
Abilities
AD_4nXeQfQXY707755OsSpqOHs8JI11uKJEruZCpKchVft9y0yKkQC9M_JagAONg27YyLoHeehSFgMAHXPU5PzF7I10Oc3e222-bxYBDr5hqBiSjETdzTW2QN7vHPgmMDTRArtz1ff0DPAGHWHdLm50vb1G_Eqj4
Stunning Swing: Their powerful clubs can rattle even the hardest targets. Targets have a 7% chance of receiving 10 extra damage and being stunned for 1 second.
AD_4nXeOx-I_fyVvLB2ygiCEXykGvHcfmx73ZHZwZohKB4f7gDs1KowrldretPVQGW1LEMB0YqSKmlFq5qt5QkfS8TLD_HgWkBTvYI-B8xu6_lVza1uZSDvBjctW7XPV2Fviyr9DPkbeX1i_qdaM0R0L-XIaTIM

Role: Anti-Melee; Anti-Caster

Description: Artificial Magi of the Ogre Legion created from Ogre Guards. Effective against caster units. Attacks land units.
Abilities
AD_4nXervD7mqNtrOquauRnlpSAtWDyg6uS7mBumH5pVRYnlDp2EB0pfp7zacM2QEUhdXFq2UgOiGQOE-jI0gpdbtXqKGi2EdPpcfm2kyCL2_4NcZrYHAozkHoyvPvhTkfOg216QKtAt56qBS9s8UZtbvPzj7Q-l
Mindshock: Strikes targets mind with arcane power. Target enemy units have a 25% chance to miss an attack. Lasts 45 seconds.

AD_4nXc9kKi9vogiWOi0X7qbJTpIcYCrxQIu_DM4hrV4wrDb8Adk9KTa6yEtizU71Mbn_XwK5bFsDmdvFnkq7afPT9wTinIdLgPMEuLRkpV0FUl1Fx4rbXTOHAllsE0Npfo1dFEMqIPz_vQyYFVdFVNoV6hQZS8Y
Feedback: Magic enchanted club. Attacks destroy mana to deal damage equal to mana lost. Deals 10 damage to heroes, deals 30 damage to units and deals 50 damage to summoned units.

AD_4nXe1yckDryaK-nmxh-lsx8p9dSeB_66XCnd3Ntl5M_AJVLWseBhJ61Wj3DXfeTqn7ODA5yKpPqkPjxAZpnFNZpX7qecEoBbgnCI-s0JogpFNl7CnQhvMMmoUCUnFTJYOsb8DVsoGADZ4rvLyyHGsBKAD2xA
Runic Tattoos: Magic imbued Tattoos in a mystic script. Battle Magi receives Hero spell duration, Hero spell immunity and takes 75% spell damage.

Buildings
AD_4nXd9P6UYwVsDI2gnJf0gDKdTrC0cckknBBPInuigE5LVRKVSreHsQgJZChd2ABfSDeTeiqpPs4hU5MkxeTBH20hsuCeoQmgtg8wR2jSjun9a5oDZgaFCKW_AIfTBrRflLuUmlvIEgDfzMvtpv0Vfuc4wbAzQ
AD_4nXcqkkCFK6BRtNECz6zd4W8BhOKrPnmhhYCbU0brrEE2fvoHWKLg02dIR04gOuOjKDwDuuCyYYRZb0SuEHWWz40BFBJP6WydRxbx-8qGzy4h3MGpEOpZDT832H8iKpsdDEIRyaImTeO25q0MQh3vdjoswTJI
AD_4nXfWzhlFiteF7u4-y9pCE92kcRBUC1BWCDCE-xdCpGWQKZWteMatb-fxELCSkQOD071XaRcgD1JNtdin4cDz94ixCNsAUflt6gitOYntMAAeFVv-sNXbz8yFN5BpMrP5IFwfqCr5FD1RnoyI5QVA0Sp4mw5Y

Tooltip: Primary structure, provides 12 food, used to train Slaves and receive gathered resources. Can be upgraded to Lord's Spire and then Legion Bastion to enable the production of additional types of structures and units.
  • Building time: 140/140/140
  • Gold cost: 385/315/325
  • Lumber cost: 185/190/190
  • Requirement: N\A / N\A / Altar of Storms
Trainable; Upgrades; Abilities
Trains:
AD_4nXfjO_upNw3v0nfGb4jJcCRHlRD-xhn6OjA-dQY8Qt2pEad2jbCKaL3QeI_UpIOOirByxfFuWzsEV1UKG6VeVTttY1GfoGy5cxPKw748Plh1lumu3aUzo2QCXJP2ebelRIaXSiTlme_am1uWKJUA_CFVlzY
Unit
: Runt
  • Training time: 20
  • Gold cost: 100
  • Lumber cost: 0
  • Food Cost:
  • Requirement: N/A

Upgrades:
bcQ2dvnUurehFbQXam9Oj5cO5E18wXVnypP_VOP8epB4iJs9JpLeZxeoyZQ1GthZaipf-6y58Z2vuVvs9MEuxeAhx8Vz5rtGI4dPlGijZoz8EnbQqZzrXOV1bE8htRw12koPtWEeX-mjuwaj5PJQuZ0
Research Surge:
Gives specific ground units the ability to carry items.
  • Researching time: 20
  • Gold cost: 50
  • Lumber cost: 25
  • Requirement: N\A
AD_4nXedjxyfGmEEvd7pQXJjgjnsYpMQ4N-lu7m4RJXASDw_D3_uGPO66p1-S4jJcZw4_ZRiivFH6LPBZ0N-NnAiTBw4OAM7hPTHLEJ05EeHlUoLPrUT4UDgZowh-rAbjJHieYlcw9fK_EtSCeIHhuD-HDHWYyiA
Slave Training
:
Allows the training of Enslaved Laborers.
  • Researching time: 30
  • Gold cost: 75
  • Lumber cost: 25
  • Requirement: N\A
AD_4nXfaEoyGDNv-A392jaG6XBHa3a99H_T3ZXUhDtV6rBezRKUhdocPC7cfgOHzHpwmCXP52pg9EQDIwrK5h3IYlB_w4ztjsAWxvvDENYqfBRANjchLL42m1VJn1hWbPupBoVy5gbHFcw

Tooltip: Defense structure. Attacks land and air.
  • Building time: 50
  • Gold cost: 100
  • Lumber cost: 70
  • Requirement: War Forge
AD_4nXfQpwks5fyIdCwl_ddZmspTOHrUcwWGFPJXENz1Sj4m1ukO5B_iyBXkSfyao91V669AEdmKdPbNlfo6liL__umcjLLsBl4Bn-2jcMLapwnfpXad3ylVGHQ6R-WtNmF6urLw0_IbFHnU3lwJ1x4aknjcB2Ea

Tooltip: Hero ogre production building. Summons Heroes. Revives slain Heroes.
  • Building time: 60
  • Gold cost: 180
  • Lumber cost: 50
  • Requirement: N\A
Trainable
Trains:
AD_4nXccjMx79DffbEtlx3ftl2VWeDP0iTLhb-jfaRmzoB0kz5Nr2QKQOR9-C3sSr7oL-jSchCFY0Ml93jgyaybiUcSXFlCq9n6L0GtM2S7FkGG0XdTdbKfhj-_Byb1jNeBJl1a39m3CmOx3AC7mdNsv7LJ5emU
Hero
: Cyclopean Battlelord: Warrior Hero, exceptional at melee combat and debuffing single targets.
AD_4nXcGKb3l9snc2aRc6S20SsG3iW9rAXM3czpFFJivzZ3xwl87hUdRIeWGpnddmAYMqk8dmotaFubNcFRpr6M1eImLmoxqRqhiahzG3jANZfhiRwNvASbPDeU-eF3moA-wD4sdIgsmW_de8egn3uue2zqMbs8

Hero: Ogre MagiLord: Mystical Hero, effective at destroying mana and single targets damage.

AD_4nXd6x_i4ZPfVS_RqAu7Ld0Ks-LnwlOOvrlricZtEFJOvgrkUU2NBXDyoI1m3ZdbwxNKNMaGvD4waI5q4WmS7tDdS_SV1eFvdcM2In8pP6f28n-7Q60_v2I3dB2tDnrLeT9YOzVe2QLnANsaKGXJydyC2FBGx
Hero
: Ogre Necrolyte: Mystical Hero, adept at ranged assaults and supporting friendly troops.
AD_4nXfbIqfBrb4gW1_UsuhavsaepZwxmQMtzfzhvnjqUwJIfI1FLViG8FvdvdOMNw263gSSRJdKAJgTtHuRTf6D0zKzpzBVp-4SaI3gODwVQwd8JpnFRnBgu7hc0WHG949tcABM6uWByK_kSakQpYBMzBgfJS-H

Tooltip: Provides 13 food, which increases the maximum number of units that can be trained.
  • Building time: 60
  • Gold cost: 205
  • Lumber cost: 0
  • Requirement: N\A
Ability
AD_4nXdwPGoZ6-86408LUTjuw4FXV3M5XYQg_cMuktu9l5KY_JMRFSbUiHf5G1FJnUM3fOBU_DnGIU0ZEokaYCBk4wM2TwPMA0YUvmNkRAXqHHVVScryYPEBP9D30oMCl_G9uYe_dUGT0HYi-WNem6S7LyE71TN1
Husbandry: Feeds unit. Heals a target friendly unit for 200 hit points over 10 seconds.
AD_4nXcPBHlVvO00-k5GZ56OSolAuqbaIQLbIfZduk3wKo_djGnYq2O7RV0kbUWlbGTI5Yi1c4q7v65gCTBNBD0vLK5eNhPxErGU50JiejmxAIeAnKbp6YffZX4qI6F0gDe08YLjFZCYc-yNAMg0DeIjxBVESil2

Tooltip: Serves as a drop-off point for harvested lumber. Contains armor and damage upgrades.
  • Building time: 70
  • Gold cost: 205
  • Lumber cost: 0
  • Requirement: N\A
Upgrades
Upgrades:
AD_4nXdUrpRWwNFijqyCTWnMgvoWJmUy1BT5nkHv6J-XXcbvJUU09AQaCyC5nhWbJ9pg286y8W_U_o52dlXqZzgwculYNm6ARu6dxM__6CthEE9Y74v4Mf_vsJLDjj6oavtWO52CD10HDWe_XKTehmfBSGDPJFI
AD_4nXeigBgvIS0iqPtKc6kyBV1SGIrAlToLgJK1qQNljeM54BxE19PkTZpKwG4FGgvqtvtY_Eyphxzf5F7qHceX4jbVMaxr2bPvlvfrldvWFpbM3V6Jny4NSmvOpD2BZ5Sz4kyyDOb-I6e0c7nkygBsyLY416h0
AD_4nXdB0CRSvGVvEdZb_2dhta-Meo2cUtHRq--PzUiqQX88JNJo1UeQn1GS7tJnfJICgE6VR7Z5nN9CaA1E7rfVYTzFL4FQwpJBV3qJZHiTZIrpJR-gWJcHK9gO_2RS2unKkJblZI6i6oSvEnu9Ws9GCpjrdchp
Legion Weapons: Increases the attack damage of Guards, Hunters, Stone Hurlers, Champions, Ogron Breakers, Gronns and Arakkoa Scouts.
  • Researching time: 75/90/105
  • Gold cost: 175/250/325
  • Lumber cost: 175/300/425
  • Requirement: N\A/Lord's Spire/Legion Bastion
AD_4nXfk2NAP-QhaT2CY0DyvmOmtnH0RhRVyH59R5CzIytKnHJcEoI2RkjeFJmGMpRzNzlqRetJQgessd_WZ7RndoEjPeJeaLZDcqFxvSznRFU1JwQgNHaOVhl8OSM1zc_qi-zFNgUay45Ub72qWnNetVB2o7l2R
AD_4nXce2tb8mSUY3ymLeI0AHA0d3jgdIbPPJWmHtcT34Jt-yutzn1Fc0lCFYWHcyL0vN3NM5FjYzclxrjWbkfsBURjTFnpk9vGb1kTYk7_F8FB19FNingTq6_tJLnf-aJfPE_rrKH50O9UfR1cLfgpmbHqTNQrk
AD_4nXf5JdtSqS_5D-1IRt3VPp0kBCNPSfhtUuHafx1T2D-0WHrBnkOpSu5MD63ockInm0-QHw62OfpBnE1nuOJgy_JHOsF77BQXZgdtCVPoREaswDWlIe-HI28q1mYUjvA-TE6367cDzJ3_dlVntwrT4lOXORU
Ogre Armor: Increases the armor of Guards, Hunters, Stone Hurlers, and Champions.
  • Researching time:
  • 60/75/90
  • Gold cost: 100/150/200
  • Lumber cost: 100/175/250
  • Requirement: N\A/Lord's Spire/Legion Bastion
1731741435492.png
1731741378537.png
1731741361566.png
Ogrekin Armor: Increases the armor of Ogron Breakers, Gronns and Arakkoa Scouts.

  • Researching time: 60/75/90
  • Gold cost: 150/200/250
  • Lumber cost: 75/200/325
  • Requirement: N\A/Lord's Spire/Legion Bastion
AD_4nXemJRM4mniQpaMVbrsQRRcz-PxTHXxBwQTfACE31XYU8q6vRjhqhO8N98CjFQGvhomnPHOa2Qu1Rbvca8Yae1bn0RF5h70eXNpwtZqRNFNuKEgPKMCz01gX-ZEvHyM0ZUa-bEu099nKu5QdNq7y3Xhc_3mA
AD_4nXcQeYa76TE4ZmFnxHYqLaYtoVfgzeBtZsJ1gs0QGUOMnqBkpptaJ3XF0aWeA8adMXfZgQsW5U181FHj-EiCTX2GT7B20W8TOT72UBZTHE1Rbp3WuKAiVIavWd77t-RjxO4XejHK-ncKdsR8y2r6vSeHUBkR
Architecture: Increases structure armor and hit-points
  • Researching time: 60/75
  • Gold cost: 125/150
  • Lumber cost: 50/75
  • Requirement: Lord's Spire/Legion Bastion
AD_4nXcTPPdv7HCGz13RzJrWQjrPuZ4JE9iRoIYp1hvkSebHXa8jtdh8ljJZ2cYEjG-tLJlJv8QwySA1sAZ9KGeMuTnV07wnPmGdqgKf_q6xVRSlgVlP5lVMm2IsxGqv4ps7PdYH1p6XEseMdnW4DoOv4kqQDqVd
Spiked Barricades: Allows structures to damage melee attackers.
  • Researching time: 60/75
  • Gold cost: 25/50
  • Lumber cost: 75/100
  • Requirement: N\A/Legion Bastion
AD_4nXcTqwXgN4VHEubtyTUqG6w0ZFYC7SNdvE70hb0Ta-lkMRCpjofHSGv45frlGV_kDbmMQKg-gv-cYyP_omt6eAhK1ssOn5WsQv3ucR09FL4e3PpFV7dca7duBcqY_71mhdGtbPoE9Q
Improved Lumber Harvesting: Improves lumber harvesting for Runts and Slaves. Harvests +10 lumber from trees. Harvests +2 lumber per hit.
  • Researching time: 75
  • Gold cost: 200
  • Lumber cost: 0
  • Requirement: N\A
AD_4nXes2VRX8ij6ZXiz1wx-t6O1T6UdSEOtWu7G6E1M1j9WTJbBP0XFutrl27zpsTXYXMPznQaBwixOa7QDDo5vjpq_qPiIoKIxCpTxJBajXS0pl68sV_qKPsMWF0thO7ucLifcY9bk6yTJ4C0rtx0gu02VdbaQ

Tooltip: Regular ogre production building.
  • Building time: 60
  • Gold cost: 180
  • Lumber cost: 50
  • Requirement: N\A
Trainable; Upgrades
Trains:
AD_4nXdu_9yKnIsqofCGP_D0mdzEF3pp-iLWgdaMBsJ1Q75kNwVPMH3jl45lpgu1pXd-bBH1Xv1nqjCnJu6w4MzMP7Zrs9cA5yuvitf6vGrGuCm5M7S61VtBytv4qmjzpyk3qyU4-awADjWwAA566DZOSae0l_Xs
Unit
: Guard: Standard warrior of the Ogre Legion armed with a club. An Ogre Guard can become an Ogre Champion by entering a Ring of Trials. Attacks land units.
  • Training time: 45
  • Gold cost: 265
  • Lumber cost: 0
  • Food Cost: 4
  • Requirement: N/A
AD_4nXfZN52LJg40Dgl2dhoneRo6mc2Rvq-yAbjtJ3P053tKPHFXJJIwT8mVSTq4fEyFtUr9uFLdzRUiMUR1HjvuI4vtCfVRqDkGwFCafVxuxrckEoNf5X9SiPchfOdN5nfvFGP5IDSiVPtHjSJ-8_yb10YEMg5w
Unit
: Hunter: Ranged warrior of the Ogre Legion. Effective against aerial units. Attacks land and air units.
  • Training time: 30
  • Gold cost: 175
  • Lumber cost: 30
  • Food Cost: 4
  • Requirement: War Forge
AD_4nXfBanEjvI9Fb-b68WpGw6nnq8p9HKJYu5rwLm3cfaZbfWz_a922Drth9N-eqT2PJ4jukF2_ktGoBgn-2i3nOiT0abCh5YZs5U2vxEdDj5DhgVL1NxNX18M4aW2_aTjVo0bApkuCw6ziQLb8TzthhVu42Bg
Unit
: Stone Hurler: Siege warrior the Ogre Legion. Effective against structures. Attacks land units.
  • Training time: 30
  • Gold cost: 230
  • Lumber cost: 50
  • Food Cost: 3
  • Requirement: Lord's Spire and War Forge
Upgrades:
AD_4nXeWOcLtn9AP_oXQ_uj8xiIjekACrjLBz9URbnytriqmiSyIUOIM0E2OUVFEzcJl3KljW_gQNV_wi5OoMa6yqaVh7GZ2zBSHzLnqQDngvwoTXgqNPSFrm3tWHZwgR_CnuRZl47JUVOTLR7GEw9YEJKbLgbnT
Perforating Strike: Your Guards are provided pikes and gain the ability to strike through initial targets and damage those behind them.
  • Researching time: 45
  • Gold cost: 125
  • Lumber cost: 100
  • Requirement: Lord's Spire and War Forge
AD_4nXcrDm0Prr5NDa-Epr8JAslHdKpMSahs4I83ci2QsPgpaDFacOhGLAy4SF3Lv7xE6vLqI6tWNXfYn0iVzbTxb8YLD_FtJ6Rkhu7-1ZsYEfA8YBsHexXBQqMc40jMM_6bCK1K8LrxeKC7PcJPYdWX4xgIE6Hy
Bleeding Pierce: Your Hunters gain the ability to cause Bleeding in organic targets.
  • Researching time: 30
  • Gold cost: 75
  • Lumber cost: 125
  • Requirement: Lord's Spire and War Forge
AD_4nXftL5qVGAO8I4sretwM_skngTLeHGIOhvg5zDSMkVrXUCrIx15KE3qAbtK-BncVMDewXTpAkkCag2QRwry8i60COzFwoQefWocUimGuIopFIOskf6Ou9tXOLesWBJUXQcM4Lk2sm1tpaMbtzISFRa6I4P-7
Iron Spheres: Your Stone Hurlers gain the ability to cause Crushing damage to targets with Medium armor.
  • Researching time: 40
  • Gold cost: 100
  • Lumber cost: 150
  • Requirement: Lord's Spire and War Forge
AD_4nXemglf_fxZPyXKE-uyy7GgZt5JYvLGAI16tycYW3lLYOjZG4XuSPQIyxalWf1mJ3SGhs9RciWbX8mW2f1wNajy9JgpnJJON0__C6QTgnfJh4G2EzaLrn8rIrUamMackAofzY6gh7FmPs42onb7pcwwJiEYK
Focus: Your Stone Hurlers gain the ability to target air units.
  • Researching time: 30
  • Gold cost: 100
  • Lumber cost:
  • Requirement: Lord's Spire and War Forge100
AD_4nXeLZoQ1eq1v4v73rlrywTOFt4tTqntoBBLKEpaWCJx0-FodM2A9RpThxRkoSwPXXD5ADOZxegrcdaZOOSvaJCEwthIAfSmUnhRISruvJ9bCw49clMaEJDirzUu7Ge-WRLYCekRqP2brOFwayNnViijsAG9a

Tooltip: Magical ogre production building.
  • Building time: 70
  • Gold cost: 150
  • Lumber cost: 135
  • Requirement: Lord's Spire
Trainable; Upgrades
Trains:
AD_4nXdM4Xshs-DcJKvmOoMINyt8s2rNGdgP345YCtsSN8D7g84Uh-PQfhEX7uUoH-xSNKrnV1zc7t-mP6hCSghMA0oWmQ_0YUloLV5xnzPkJ28N4F0YQn5Xj1cigC1xp_PENCfziLY82tkxwexj9820uQlA5IL6
Unit
: Ritual Drummers: Ritual drummer of the Ogre Legion. Channeled support and Dispeller. Has no Attack.
  • Training time: 20
  • Gold cost: 120
  • Lumber cost: 20
  • Food Cost: 2
  • Requirement: N/A
AD_4nXfFNmXc7fq0VFCCDiRt8Tb7S7ILywBCTIel6Y0FIIKdvRQ6E-0dnalBgS_YaVhtlZJzTDtZeo3e9OxSmgcF0MZlks3eKg4n7eJN_pG2Ds-KcNPocOTBfHKhnQMVHiu__B6NJwtkr042Zk9Sz_cnyedYLMwu
Unit
: Ogre Magi: Magi of the Ogre Legion. Offensive support Caster. Attacks land and air units.
  • Training time: 40
  • Gold cost: 210
  • Lumber cost: 20
  • Food Cost: 4
  • Requirement: N/A
Upgrades:
AD_4nXdsB1rzTmGj5npF5DMp-tzT-5RMcSs-bEOTNcQ6vgvlgRekH0m1QuqzOUSbcDwSMrrZodFupBDEt1T8vVfcWqwQgNZpCA4h3DiQ31X1v8fS31-J-O6lYcJgU1bxJgAMqC3lxm3al2JyIftEnikBv22IICdb
Mellifluous Rhythm: Your Drummers' gain the ability to dispel buffs.
  • Researching time: 60
  • Gold cost: 100
  • Lumber cost: 50
  • Requirement: N/A
AD_4nXdFBpn5Em0jnZKu9lNsss7Vn95zIFHEnNENfY4TtMMJl5sudBBid1RjZUeQvqBRjXRPI46Rns6Op5DQAGiwrJssume5bkdJXMm_r1yhcMTB4xzwRkm2PMphv_c5ps21gFOEssPfBCELDVhPf5jSVcQjh3ss
Discordant Beat: Your Drummers' gain the ability to damage casting spell casters.
  • Researching time: 60
  • Gold cost: 100
  • Lumber cost: 50
  • Requirement: N/A
AD_4nXdhuPx72PiOU2ehqdDyBMNXY9DGNZxYaYeu029NdaX3QTysgRB7bibb2TwSP5KBrf46MrSHUefBPFiVozoMe4tLkMFr1x-GsVF94lP0Fm8V3NhBC9IxiVUqqW8eEOpoUKI6B7Lnru_Dn9S2zwer6hV2cEv4
Blood Rune: Your Magi gains the ability to create Blood Runes.
  • Researching time: 45
  • Gold cost: 50
  • Lumber cost: 75
  • Requirement: N/A
AD_4nXe2f5kvcr3JHyFFOGPJ7Clpwd4W0asfu5vcIFgwpCewXCuullC8oAQSJWNDM0HpKsyoRxRF4AOAGDPjF0LpsHqBAN6WH9o0kk73Sx2BcISNRhZwtlpTG1WNuwZYIFgGAe4-3o18Tpuqryh7Md4hvoJNWUpK
Greater Might: Your Magi gains the ability to strengthen allies.
  • Researching time: 45
  • Gold cost: 75
  • Lumber cost: 50
  • Requirement: Legion Bastion
AD_4nXdr2tuy9MkX6OhvOz6xghRNbujL6vXaqDZYxAVCnPoQ-exA2CnVh_hScxs8UE4LqMrZ_zsKHhJ1kX94YCwEJYRzj9--e0TMRyWiGfocc2-YG9FECRJ7wsJgf1iQ8ngU0TTmAXYfR1Thw6cZSi-651HKQclU

Tooltip: Air and Ogrekin production building.
  • Building time: 60
  • Gold cost: 145
  • Lumber cost: 140
  • Requirement: Lord's Spire
Trainable; Upgrades
Trains:
AD_4nXeAVeBJMlmA9QUmKfg2qA_kpznGNPxuZqeodzjODtwra239BMmhTrk-xIvc_H4GT4NMh39PPLcHN9DX8GpWKMfOa7qOK5pDwIfesKkHRGwiZ1PLXWsLMCV8yPQqAO6MUGxBTYW-I9kqcNTNwrPkEc2COeRj
Unit
: Arakkoa Scouts: Avian Mercenary of the Ogre Legion. Excellent at scouting. Attacks land and air units.
  • Training time: 30
  • Gold cost: 215
  • Lumber cost: 20
  • Food Cost: 2
  • Requirement: N/A
AD_4nXff35RQvtX_zQtRufqsz6-txXUd-Ra4p6RsqmEQT5NvC-6gIECY9Aqj0XrQloJwLs5m-Bka7dTjvoW_FWRChA7GQrbeOl17bnx5Y3m--RvZy3LVB-UDq8MNKOAE1Yypng0dqpWToa07mpUq2UxDViQ1pn0
Unit
: Ogron Breakers: Brutish Giant in service to the Ogre Legion. General combatant and effective against structures. Attacks land units.
  • Training time: 50
  • Gold cost: 325
  • Lumber cost: 100
  • Food Cost: 6
  • Requirement: N/A
AD_4nXcGavo_gJYMU1V9PM6IldPdpaHPkf-O4HjfCxElQbJC68hWs9oziJ88pPmV5ls0koy6a_WElL9XRjiyi7iIPrsjpJ_do6Ym4IlHRkCLd5ocI83TYxCZcirH5pwJ9qYpDEtWR2ErNRg2FG2rHoBgOtPRnLcw
Unit
: Gronns: Enormous assault creature. Particularly effective against structures and clusters of troops. Attacks land and air units.
  • Training time: 70
  • Gold cost: 575
  • Lumber cost: 160
  • Food Cost: 10
  • Requirement: Legion Bastion

Upgrades:
AD_4nXeNt-_KIw2e6qKQ2Ds2N507N2Z66d1SBkyJRIJyc75fImrKmuz0h9f7yYlrz9IKvZCKYC7hEsp36BRZN-d9_0Dow2y_7W5zUEFP_DnJkZ5CDem6bSAXas-EiZrgRHu8wJuSTS6v_c6KKG0k4zs9G-hNjGGw
Hawk Eyed: Your Arakkoa Scouts gain the ability to detect invisible units.
  • Researching time: 30
  • Gold cost: 50
  • Lumber cost: 50
  • Requirement: N/A
AD_4nXeA4I8IN5kYZGat1VZnwghu_4VIOg67JBG0tAASTnsYXx3sA4P0t_z_jWqGruRsS2-9ViFY3phneXJcGYzMAXUUDOmIoZynzdfvqxQ0cx_rEAuWWdWg-AD0o0b2Mk9pJv_peCDPF6EkA0oTASQ1AeLCk7UZ
Thick Hide: Improves your Breakers ability to resist damage.
  • Researching time: 40
  • Gold cost: 100
  • Lumber cost: 175
  • Requirement: Legion Bastion
AD_4nXckKZGD9Co0xzfZh5gwKukQFADA4M3m44I7SaxkPPCtP-MWida1XNpN4Y4pe8aIe3VQoE4dMmiZfTsFEtqfrh97vWXeYtepann6-33iASCBpezf5U-e7uJ_J4BHm95HUQ-jEvCpDk9eXelojMKFs3CoHls
Enfeebling Roar: Your Breakers gain the ability to cause Weakness in targets.
  • Researching time: 75
  • Gold cost: 50
  • Lumber cost: 100
  • Requirement: Legion Bastion
AD_4nXeUUVo-wmV89MNXGRMi73_WIZEJvvD-_S_Chgqp0PUATwK8L9ctCiMO3SCXc0wzgYdyzh5yzheIXDzsJWIVBqTanRCRAqgP20sCxs-suPLVO7EWy0uIarw9Lsa1vG6P8mTt5EEBsxBQPB4-YGI7S4CeGJRD
Gronn Armor: Improves your Gronns ability to resist damage.
  • Researching time: 40
  • Gold cost: 100
  • Lumber cost: 175
  • Requirement: Legion Bastion
AD_4nXeJN52r3qF-ke4KpX98KSkPlLQ2H111iUJVQ1e8_NoiiTqeN9edEHP1OTJ6crImBuYkgYIFahOnFnfV_kqNNmCEM1pl8e9_5UZwRS0cMlAAtrHFUZdgmvI-2djSDAqM9imhpGCSRdYQbQPEEKHEbYyTN7I
Earthshatter: Your Gronns gain the ability to Slow targets.
  • Researching time: 40
  • Gold cost: 100
  • Lumber cost: 150
  • Requirement: Legion Bastion
AD_4nXdWuOZpyOOeEK-np2fHsalBl0xUOZbd_Wt4VjG8BK05tiP2FCAxMDy_1CPES9vF4zG419VYxo6YmAg3q2Mg0STNGKuyLaUcefbK0NQr1z2jRyESsbsxlcB1rAf-VDAoyBN8rTwe99bu8at91BP_qgOcpnw9

Tooltip: Battle Arena used to make units fight. Convert regular ogres into powerful variants. Can use the summon gladiators.
  • Building time: 60
  • Gold cost: 145
  • Lumber cost: 140
  • Requirement: Lord's Spire
Trainable
Coverts:
AD_4nXf4DsNCcyiRie5vk9Q40OX17wT2iIFg9lMVjzR_nTUYOwV_dvP_ORsnUt2LW0E3wkYNs1dyMlqxeBCNzIYZPa24PxfQsEogBR01ZrZTDCePcY1aks3MSiNHJhq1H4x3IYl1odiFsJxhje_VWExEWVtMIzE
Unit
: Guard: Standard warrior of the Ogre Legion armed with a club. An Ogre Guard can become an Ogre Champion by entering a Ring of Trials. Attacks land units.
  • Training time: N\A
  • Gold cost: 165
  • Lumber cost: 0
  • Food Cost: 4
  • Requirement: N\A
AD_4nXdm2KDhHzGqjTtvpW3XyxxAUiyEchSc4P2rzgyt0Nr_7oAR_j_UHhbh25LhQa65KDCiLW7sgjjBnOdSSIMv5XUQl3syYuC2IAI8zmCLfGxZX9_FX9swWfCAq9RlwkIKhKyQSUV0RNYeUyTIKlFM6Tcn5Lw
Unit
: Ogre Champion: Powerful elite warrior of the Ogre Legion. Attacks land units.
  • Training time: N\A
  • Gold cost: 160
  • Lumber cost: 90
  • Food Cost: 7
  • Requirement: N\A
Upgrades:
AD_4nXfhV8OciNwrhzxL2EdKa5qu9Sqf3mL-fsMSUaL9tcCx3EFD1Ld31LIkI0L9xA1vh9XNqUii8IhJhuIcVV9-EbnMfPTKKH5SDDBpkF1aClWGE9T_yIJLg_GKWtJcYCLYGwoO6AA-LZaDmvdm3KQ0C2hc3vhv
Gladiator Training: Your Slaves can become Gladiators and their armor and damage.
  • Researching time: 60
  • Gold cost: 175
  • Lumber cost:
  • Requirement: Legion Bastion
Abilities:
AD_4nXcIUZftF9LV8ACHiR49-7G7H-nwYe-WC_XVTi1ZsE1TWLDhhfHv-yv9i6mkGplsPYF9Px8U7j3L85HS48IpfJCFoFA_CX7mUQXw8frzAJ3UVUiQ8hcNVs9sZ93mcnoPEb_xrpvWnf78GQfHEwsmhEnvoP1E
Unleash the Gladiators: Summons 3 Gladiator Warriors and 2 Gladiator Hurlers to fight for 30 seconds.225
AD_4nXdccw5659wKsXI9UovGBW36fX-GIgqSJYPvYKFpO0_jFVM9KZcKl9WU7OFZ3gqeY-zKzjZQ0f0IBUAOpyek6mhD5gz30uM2xz_3tN4_5yu_3wktETnhZ8BYH7zX7cPIA3kSFYMwhOv9gA38zLRkpaem_bON

Tooltip: Creates a shop with purchasable items. The items available depend upon what level of upgrade your Great Tower has (Great Tower, Lord's Spire, or Legion Bastion and which buildings you have.
  • Building time: 60
  • Gold cost: 130
  • Lumber cost: 30
  • Requirement: N\A
Purchasable Items
Purchasable Items:
ae6O954QjtJwkpJLrEuWQJ8dYnL-iYzsP6U2-kV38wgK9cihH5fBxHBVl8Rj0wghxhKJmyycmH6DmIc2y-5WTOTGXwZVpuifp-IjDCWw4fw0EccDNwmcLhGNOCizOE_LV-WSCVjCSajUJKmAqpbBULE
Scroll of Regeneration: Regenerates the hit points of all friendly non-mechanical units in an area around your Hero by 225 over 45 seconds when used.
  • Replenish Time: 90
  • Gold cost: 100
  • Sell Value: 60
  • Requirement: N\A
8Q79CDlawAwLYyLq7i9f4AQcXCT7WcJxO6ZBlxG1UKn3DNIxyGRqlG28yOpq9_LiGlW_Vc0coUcCc3jwioipDXqKX23ph8SEmAKdKxE0KROw_zC3nccUXeZIQW98ik5lnCABmuufMaT67soETr_vW5Y

Lesser Clarity Potion: Regenerates the Hero's mana by 100 over 30 seconds when used.
  • Replenish Time: 30
  • Gold cost: 70
  • Sell Value: 42
  • Requirement: N\A
AD_4nXc75w-upbjijMzk-4zy2pNQhACpyz2qNKA7CLAi0cTTaK_gt_vj8s7U_0E-yNP-beKPMgteFNNpIvi5NfDoXZN-r-DOxNg0_00tabwOAdVIfmCyvrF3ResQTfDox72Y6TYuzXT672JAxTqOfxo6e-vWtufd
Crystal Ball
: Regenerates the Hero's mana by 100 over 30 seconds when used.
  • Replenish Time: 12
  • Gold cost: 150
  • Sell Value: 90
  • Requirement: N\A
v63pu9WnJLzd0D31mcDpqxn0g6o9_4bQ-ZwLen3dpLZrfIOfwUOAEHCtSUkw1esM3LCf3cA_wDLBvNJV2pmMe-L8PlEb44wqBoSVxRwKZO107ohWCN3gW7gk7G8Zo2R4xFr44CjEWwoHC7DJUbH6Ysg
Potion of Healing: Heals 250 hit points when used.
  • Replenish Time: 120
  • Gold cost: 150
  • Sell Value: 90
  • Requirement: Tier 2
05WVRamnsVfHqmkBr33VRoES7Eneo9MpYd3-7kTTTdDWOr3svsHMTqLE1r6J5U7T4iuO5RmTfW64P2TVSTwXwATR94K3QVf9pQ19Dz2_M5tSlRoMPgj7la3RCwY6ow2NSUqmAWuRgpw-xofius8AcIc
Potion of Mana: Restores 125 mana when used.
  • Replenish Time: 120
  • Gold cost: 150
  • Sell Value: 90
  • Requirement: Tier 2
5glwO6t5iczggoQEVo6KJLlgkpvXmSlav7fRTNusAViAnW-IBq4Dr4_L-5BnFzVuDnK0cqBZLPlQHkP38SEEiF6id8dXbL5CFDHTryUIe5-0z-ptpCA_ggP-3LjDDmNa-AzokvNRZxObnqewic-4UEI
Scroll of Town Portal: Teleports the Hero and any of its nearby troops to a target friendly town hall.
  • Replenish Time: 120
  • Gold cost: 325
  • Sell Value: 195
  • Requirement: Tier 2
AD_4nXdNsnWKnUwo6qO_0qwfTp9qynyBu0YpNLP4TMzrhTJTybZbvQiStLJu_PRRAO2Q30oDIDQRXMRDuwnrgkjGlFwjTg-P9vvWZx_cR8-7vNB3s3py9xTvJb-vtApbwAZl_0PhGuBv_6iSHdcEfOMcf3jStio
Scroll of the Beast
: Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air and reduce the damage of enemy units for 5 seconds.
  • Replenish Time: 120
  • Gold cost: 400
  • Sell Value: 250
  • Requirement: Tier 3
AD_4nXcQtP0YIlXP3HfL3bIErabG_4Aof4XSTe0UPUC7GuhcEXygio72mbIJmg5_fcL3PhHedxivTP4b-u5CM1umQTF0aA7xmdxhcB41_Ss5OrDTYLGcWZmCpW55tuB5s31b624VA74Mn21c_2_67L6M_nnH4lI
Orb of Shadow
: When used, it regenerates a target unit's health points by 300 over 30 seconds and increases their chance of rebirth by 25%. It has three charges.
  • Replenish Time: 10
  • Gold cost: 350
  • Sell Value: 210
  • Requirement: Tier 3
AD_4nXdWNYt0w4c22-BZHriqbqhQt9Go4p6zYqmsD5vEqdJ5j34bL_WqjQFbxEuuID-S59pFIcRGwyX0dmcQle4cOql-iX9pKPuZLhDaekgKkrx8yu1TwenancndGgvRjvwZiC4SVLEoxBEGP97m8TCN4liCn3Og

Tooltip: Ritual Site used to create Ogre Battle Magi and cast powerful spells. Converts regular Ogre Guards intoOgre Battle Magi. Can sacrifice Ogre Magi to gain a 1 time cast of Avalanche and Mass Greater Might.
  • Building time: 70
  • Gold cost: 150
  • Lumber cost: 135
  • Requirement: Legion Bastion
Trainable
Coverts:
AD_4nXeOx-I_fyVvLB2ygiCEXykGvHcfmx73ZHZwZohKB4f7gDs1KowrldretPVQGW1LEMB0YqSKmlFq5qt5QkfS8TLD_HgWkBTvYI-B8xu6_lVza1uZSDvBjctW7XPV2Fviyr9DPkbeX1i_qdaM0R0L-XIaTIM
Unit
: Ogre Battle Magi: Artificial Magi of the Ogre Legion created from Ogre Guards. Effective against caster units. Attacks land units.
  • Training time: N\A
  • Gold cost: N\A
  • Lumber cost: N\A
  • Food Cost: 4
  • Requirement: N\A
Upgrades:
AD_4nXfYOdMZpTx48gB2dGJoXmOwjR2DdI3MalXLbF-SH7pTZf-OCu9MPVOQgegWs5hZkNBnIAOqjQRRMrD88tKLsl4EtJr4W4mrV19-PoAYYwU2BSeuFTu1TMcy0dV1cwFkD2yyAOobWj9DmmwezlCYO1rbuRg
Rubic Tattoos: Your Battle Magi gain the ability to resist to spell damage.
  • Researching time: 75
  • Gold cost: 50
  • Lumber cost: 100
  • Requirement: Legion Bastion
AD_4nXdTWoHUEoLfygECo3nIIrhffoiIIw210o5AekJvfooW8LODlTAqRDfYbuWfnXAMK5tRUfvK4HFTPJTsKmrd76bMVWLZ4r6C1Tm8QdtcXUBqIa3lTBenS_zUkibrOieLm45WVt1YUM7ZZwxbcmUNm-94lxeY
Arcane Affinity: Your Drummers, Magi, and Battle Magi gain 0.25 mana regeneration and a 50% increased mana pool.
  • Researching time: 30
  • Gold cost: 150
  • Lumber cost: 200
  • Requirement: N\A
Abilities:
AD_4nXfXZK38gAN5rbav_ULIXC8LbGKkFRXu3wGQyZGoyAHJUSNtFAjaW046G19a_dN5-3BZYkWN48PecCRAWzIadzTeFPFuAuWaJLUm8gtqpBILJq7qYybOlTDK5j_jUM9V8QcXd7D-FOehJr-YTgRI5xc-4ggU
Mass Greater Might: Strengthens allies in a 300 Radius of target with arcane power. Targets have 20% extra damage and 0.50 extra hitpoint regeneration for 45 seconds.
AD_4nXcgaylrRNlUuEqbmkIL6id1Ei4oWmjzv8uTYxvNxNd0x3DvQbJj-JVF_KsxdBhFvybfT2vwFEIEdRx3hVqIbHFUtXwCH6IPWQGrT6809bZWL5CNN3hdT21oQnwwOaT0YWiVf1O1DY4bOJYz55FtGTaKkWXL
Avalanche: Calls down a wave of stone that deals 135 damage to units in a 300 Radius.

Screenshots:

AD_4nXct8F2EyYgWeQ5c9vdtZkyt7FU5xhCNqTvBKVSIxTZv-9a0MpyqoG7M5ywzneTD2HWpD1Gj9jDAB8ZTvB_D48sLzdGbQliTAFEvutZbPF81ZoerLDTs2rW7Wl01Ao-BlaDUHjbv
AD_4nXeoyf5F_yHdFQqd6IFvBwUog6lycgRGYAbpsR5EVTRcvBauVW3yV5u7IrsotTgw0uYHWI57ESk1RF-nKAOCFhcy52mAkUb4hNJ_xgIhGznIoE68WIHbKb6TOqQr5gUobTsGgE1hXw

AD_4nXdVqvd_CbuD7XKu2VYhZbT8wRCC6Uwi2-cJRusAXC42aGwu63Qd3xWPOB1H-JjkX6NbF0I6Nfwa8c2FjAJQmyrQL45ch5jMmNxaGxLba2vEnpS5Oo2sjGGA0p5A8cxJ1_4qzgIuGA
AD_4nXchmQWBlOsLtheGSDqPt_skKbuJ6CNedXxZqJtgMtuaRZokfUIAcF37KLQ-ky6jhIPBQxGetVDR4Vwtsw6FG-bsTs-dfERDj9LjrXBZiEBVw9VmOifWDWE8TBeKN2FEf1sEqud4gw


Creeps Camps

16 Green Camps: 1 Item
2 Impstools, 1 Hushroom
8 Yellow Camps: 2 Item
3 Impstools, 1 Hushroom, 1 Blackcap
16 Goldmines: 1 Item
2 Salamander Hatchling, 2 Salamander, 1 Salamander Vizier
8 Fountain of Mana: 2 Items
2 Salamander Hatchling, 2 Salamander, 1 Salamander Lord
8 Goblin Laboratory: 1 Item
2 Fel Grunt, 2 Fel Arbalist, 1 Raider Lord
8 Goblin Merchant: 1 Item
2 Fel Grunt, 1 Fel Warlock
4 Mercenary Camp: 1 Items
2 Fel Grunt, 1 Fel Arbalist

Items are randomized.
The number is the number of creeps that can drop one of the set items.


Set 1 - 8
  • Gauntlets of Ogre Strength
  • Mantle of Intelligence
  • Slippers of Agility
Set 2 - 8 to 16
  • Claws of Attack +8
  • Pendant of Energy
  • Pendant of Vitality
Set 3 - 24
  • Manual of health
  • Tome of Strength
  • Tome of Intelligence
  • Tome of Agility
Set 4 - 8
  • Scroll or the Beast
Set 5 -8
  • Sentry Ward
  • Wand of Sadowsight
Set 6 - 8
  • Orb of Slow
  • Orb of Darkness
Set 7 - 8
  • Scepter of Avarice
  • Scepter of Mastery
Set 8 - 4
  • Mana Stone
  • Health Stone
  • Healing Wards
  • Wand of the Winds
  • Book of the Dead
  • Ankh of Reincarnation

Gold rewarded for killing creeps is now based on their level. The owner of the killing unit will gain 10xlevel of the creep. Bounties are still effected by Upkeep.
AD_4nXfjSUBXFJD8nGMwAFochyI54lsT1w3U4OdtA5EFKi6dGPq6WzLL5bACPLLDdmpfy9Lo4a28XWIN_jLoYFKkyUd5uFvPPfI1YGhiEwtovQHXfhlxPSr4_eizpeinmw_-MJy4MmyRXQyuKhWSeYQwzTJ9WIM8

Salamander Hatchling (Level 3):
Light ranged unit. Attacks land and air units.
Salamander (Level 5):
Medium ranged unit that hurls fiery missiles. Can cast Immolation and Firebolt. Attacks land and air units.
Salamander Vizier (Level 7):
Heavy ranged unit that hurls fiery missiles. Can cast Abolish Magic, Mana Burn, and Bloodlust. Attacks land and air units.
Salamander Lord (Level 10):
Heavy ranged unit that hurls fiery missiles. Has the ability to Devour opponents. Can cast Immolation and Rain of Fire. Attacks land and air units.
AD_4nXdLR427VxY3vK87PFT6mMxNxOLWKuBE33e-Nhv0U9FhQJ_h4UDLoQnYIz3RCNgTSX5wye8VQ9ufAqOCD4gJzrXOBLx-kaOUH_0k178zNq0jXt2NqFQeAR84SFDogJXpZrMmaewTQJT42YK4JLnNVJjTyyTW

Impstool (Level 1):
Light melee unit. Attacks land units.
Hushroom (Level 3):
Light melee unit that can cast Silence Attacks land units.
Blackcap (Level 5):
Medium melee unit that poisons and diseases opponents. Attacks land units.
AD_4nXe7EiPY0ZLeCUiXAemol4W748Ts9s8pee4THLatAFSQxVOpnO-bieEyMjhxQUJ1PDRUlDPNFwwUstoXDm3gwkPUxzo0QHnvOnrs_uWTDnxlk2bj8x6iMrz0ZSLvSZIn-HDtv5zDUOHqJ_V1NUrAnByBWBK-

Fel Grunt (Level 4):
Light melee unit that can Berserk. Attacks land units.
Fel Arbalist (Level 4):
Medium ranged unit that fires envenomed bolts and can Berserk. Attacks land and air units.
Fel Warlock (Level 5):
Medium ranged unit that casts Spirit Beast, Unholy Frenzy and Cripple and can Berserk. Attacks land and air units.
Raider Lord (Level 8):
Heavy melee unit with Ensnare, Howl of Terror, Cleaving Attack and Vampiric Aura and can Berserk. Attacks land units.


Changelog

10-27-24

Uploaded to Map Development for Testing.

11-7-24
  • Arcane Decimate now kills primary targets.
  • Fixed hotkey bindings to QWER-- - ASDF-ZXCV except items.
  • Fixed item hotkeys.
-- Orb now states that it allows melee heroes to attack air.
  • Removed Ogre from unit names.
  • Changed Perforating Strike icon.
  • Fixed Hunter Projectile Launch Point
  • Changed Ring of Trials to Tier 2 From Tier 3.
  • Added 3 AIs.

11-7-24
  • Improved and diversed AIs.
  • Changed items and their drop chance.
-- Changed bounty rewards for creeps.
  • Breaker food coast reduced from 7 to 6
  • Gronn food coast reduced from 12 to 10
  • Ring and Ground enter cast range increased from 200 to 450
  • Thick Hide damage reduction increased from 10 to 15.
  • Arcane Disruption Heal/damage increased from 60/85/110 to 50/100/150
  • Doubled Map and Player Size
  • Added Improved Lumber Harvesting upgrade
  • Champion Food cost reduced from 8 to 7
  • Champion level increased from 6 to 7

11-16-24

Changed
  • Runt Gold cap reduced from 20 to 15.
  • -Unit Movement rate increased from 200 by 240.
  • Unit formations ranks fixed
  • Incite frenzy movement reduced from 75% to 25%.
  • Butcher Den Scale reduced from 1.1 to 0.9
  • Husbandry cast range increased from 200 to 450
  • Gladiator Warrior Attack rate increased from 1.5 to 1.3
  • Gladiator Warrior number of damage dice increased from 1 to 2.
  • Gladiator Hurler number of damage dice sides increased from 1 to 5.
  • Gladiator Training research time decreased from 60 sec to 45 sec
  • Gladiator Training damage bonus increased 3 to 6
  • Gladiator Training armor bonus increased 4 to 6
  • Release Gladiators ability now only spawns Gladiator warriors.
  • Summoned Gladiators no longer grant experience
Added
  • Drummers now have an attack to help with attack move.
  • Gladiator warriors now gain attack damage when grouped together.
  • Ogrekin units now have sperate armor upgrade.
  • Breaker attacks deal 25% cleave damage in a 150 radius.
  • Added Enforcer Tower for balance reasons

11-17-24
Changed
  • Hunter and Magi attack range increased from 550 to 600.
  • Arcane Disruption Heal/damage increased from 50/100/150 to 120/170/220.
  • Butcher Den gold cost decreased from 205 to 180
Added
- Ritual Ground now has the life and growth ability

11-18-24
Changed
  • Scout Damage per dice reduced from 6 to 3.
  • Scout gold cost reduced from 215 to 170.
  • Scout lumber cost reduced from 20 to 30.
  • Scout Armor type changed from heavy to unarmored.
  • Scout Armor reduced from 1 to 0.
  • Scout Range reduced from 500 to 400.
  • Scout Detection no longer need upgrade.
  • Butcher Den lumber cost increased from 0 to 40.
  • Battlelord now has 25+3 strength, 15+2 intelligence, 10+1 Agility
  • Magilord now has 12+1.5 strength, 26+2.25 intelligence, 12+2.25 Agility
  • Necrolyte now has 10+2 strength, 25+2 intelligence, 15+2 Agility
  • Runt Food cost reduced from 2 to 1
  • Runt Gold gather rate reduced from 20 to 10
  • Runt Lumber gather rate reduced from 2-4 to 1-2
  • Slave Lumber gather rate reduced from 1-3 to 1-2
  • "User" now have proper handicap 100% when playing the Ogres
  • Pit Master AI now trains Gladiators from Great Tower as well Rings
  • Pit Master AI no longer has Gladiators training by default.
Added
- Scout now has Swift Winged ability which gives them a 18% evasion.

11-23-24
Changed
  • Fixed 2.0 changes to attack ranges and portraits.
  • Add Custom Ai Voice lines for Ogre Units
- Runt
Death:
"Gah!"
Ready:
"Me sleepy."
What:
"Work, where?"
Yes
"Me no like mine."
"Hittin trees is fun."
Attack
"Squish, you're dead."
"Fight small thing!"


- Guard
Death:
"Ooh!"
Ready:
"What need Guard."
What:
“Where fight?"
"This me post?"
"Why me move?"
Yes
"Me tired."
"Me moving."
"Me going."
Attack
"Spit roast!"
"After them!"
"Spear or club, die!"
Pissed
“Guard there. Guard there. Guard everywhere"
"Shift change. Me going home."

- Hunter
Death:
"Heh!"
Ready:
"Tracking."
What:
“Were prey?"
"Why it?"
"Me want to sleep."
Yes
"Hunting time."
"Find food."
"Me tracking."
Attack
"Stick them!"
"Hold Still!"
"Bleed!"
Pissed
“Arakkoa taste of chicken. Draenei taste of Beef. Orc. Human. Both taste of boar."
"No traps, no arrows. Me stay here."

- Stone Thrower
Ready:
"Ready to toss."
What:
“Can I crush it?"
"Have you seen my rock?"
"Want to break things?"
Yes
"That way."
"I’m going."
"Point the way."
Attack
"Me shoots, me SCORES!"
"From the rockline!"
"That's for being so ugly!"
Pissed
“No fly, no can reach"
"I’m half bind, not half deaf"

- Drummer
Death:
"ahhhhh"
Ready:
"They picked me!... No one ever picks me."
What:
“Hey, I was thinking… Uh oh."
"I just had an idea!... So did I!"
"Good idea… Cause it was mine."
Yes
"Why there?... Who knows?."
"March, march… One, two."
"Is that a squirrel?... Come on."
Attack
"Taste this beat!"
"Headache in coming!"
"Bad sound?... You have bad ears!"
Pissed
“Drumming circle at 9."
"Eat drums!... Eat cymbals!."
"We vibrate… our hearts are pumping blood… we are a rhythm machine… that’s what we are.."

- Magi
Death:
"ahhhhh"
Ready:
"I'm the Ogre Magi!... No, you are!"
What:
“I think I just got smarter… Nope."
"One down… Nice counting."
"We got your number!... What comes after two?"
Yes
"Let me through… Ow"
"Outta my way… Hey!"
"This way… Thataway."
Attack
"Taste the Earth!.. Stone them!"
"Blood!.. And Boom"
"I like this part!... Me too."
Pissed
“Thought you could fool us, didn't ya?"
"Stop me if you heard this one… Stop"
"You need to work on your skill… Like us."


- Champion
Death:
"ahhhhh"
Ready:
"I'm the Strongest.”
What:
“Where the challenger?"
"Can I return to the ring?"
"Blood and Guts. Honor and Glory!"
Yes
"The legion marches"
"Yes, lord!"
"For Glory"
Attack
"Another weakling falls!"
"You dare fight me?!"
"Know your place DOG!"
Pissed
“The mighty shall rule!"
"Leadership by force!"
"Rule through power!"
"No honor! No Glory!"

- Battlemagi
Death:
"ahhhhh"
Ready:
"A second chance!... But I never got a first one..”
What:
“Where is the magic? "
"Over there?.... No over here"
"I wanted to be Magi….. And I wanted to be a warlock!"
"We need focus... .. It all looks so different on this side."
Yes
"Running's not as fun as hitting….. Not one bit fun."
"After you….. No after you."
"I'll do legs this time….. Okay."
"Where we going?... Follow the magic."
Attack
"Give me your mana!.... Give me the Power!"
"Feel my power!..... No feel mine!"
"Smash!..... And Burn!"
Pissed
“Two heads are better than none!"
"Mine!... Selfish!"
"Gifts for the magi"
"Got something for ya….. For me?
"How could you live with yourself?"


- BattleLord
Death:
"ahhhhh"
What:
“Might make Right."
"Where's the battlefIeld?"
"Let the carnage begin."
Yes
"Cut and run!"
"Into war's teeth!"
"Rest is for the dead!"
Attack
"Enemies need killing!"
"Whet my blade!"
"Fight if you can!"
Pissed
“You fought badly—died worse."
"You and what army?"
"Hew and cry some more!"

- MagiLord
Death:
"Ahhhhh"
Ready:
"Lord of magic.”
What:
“Where is the magic? "
"Who needs healing?"
"Where are the ritual grounds?"
Yes
"We go where we are needed."
"Following the magic."
"Show me the magic."
Attack
"Nothing stands in the way of our power"
Pissed
“If killing you is wrong, I don't want to be right."
"A touch of the old magic."
"Ashes to ashes….. Dust to Dust"
"Where is the mana potion?!... there, there in the left pouch"
"Mana protects us"

- Necrolyte
Death:
"Ahhhhh"
Ready:
"Sworn of shadows.”
What:
“Where is our Black Grimoire?"
"By the power of Death."
"I come… and I command"
Yes
"In the shadows we walk…. And the light flees"
"We go"
"Indeed."
Attack
"Gather, darkness!"
"Death takes you!..... From the shadows Rise!"
"Pitched battle!"
Pissed
“Prepare yourself!"
"Blood and Bone!"
"Unhallowed ground"
"Power through sacrifice!"
"Cry havoc."

11-24-24
Changed
  • Reskined Ogre Stone Thrower
  • Add Custom Ai Voice Warnings
  • Changed orc interface text to ogre text.

Future Plans

  • Figure out how to add a portrait to Stone Hurler and Scout.

Credits

Explobomb
Lord_T
tillinghast
johnwar
Kitabatake
supertoinkz
Sellenisko
Stefan.K
StonemaulMidget
Deolrin
Pyramidhe@d
Mr.Goblin
biridius
varsaigen
BaiyuGalan
Direfury
Tauer
JetFangInferno
Vinz
WILL THE ALMIGHTY
sPy
Callahan
frostwhisper
MarkSpartak
Zephyrius2412
loktar
Rubellu Sidus
General Frank
Ujimasa Hojo
HerrDave
SantoRayo[iP]
takakenji
Tamplier
Red XIII
HammerFist132
Darkfang

Shido

From XGM - Ogre Stone Thrower by Elrat

Stanakin
Static
Blizzard Entertainment
Xezko
The Panda
Darth_Malak
Sun gate
8512590215848
Paladon
Hemske
Artork312
Marcos DAB
Hadeis
bigapple90
CRAZYRUSSIAN
Darkfang
BETABABY
Mouseketeer
Mr.Goblin
Stjiek
-Berz-
JollyD
Arowanna
Explobomb
Chucky
Ceterai
HuanJuan
r.ace613
chr2
Ginufe
BLazeKraze


Bribe - Damage Engine 5.A.0.0
Daffa - VengefulSoul
Berz - Simple Spell Pack v1.3
Pippo - Spell pack
Previews
Contents

Ogre Legion 1.3.5 (Map)

Reviews
deepstrasz
There are definitely some nice and innovative ideas there. A bit all over the place with the unit roles but maybe concentrate more on upgrading them in various forms instead of cluttering the unit roster with similar stuff. Approved. If you want...
This race is actually completely broken due to the worker gather rate and their upgrades. Why not simply put a regular gather rate for gold ?
You got an ogre in your team ? Free additional gold for everyone.
You very quickly swim in gold and it quickly gets boring due to their overall slow movement speed.
Slaves and gladiators have very low utility, beside sacrificing one through the necrolyte ult (else they are just free XP for enemies).
Why getting 1 food basic gatherer unlocked through upgrade while you have peons gathering gold twice (!) as fast ?
Having only one attack and armor upgrade, even expensive, limits the strategic choices.
I would definitely reduce overall attack damage but increase attack rate, which will make the battles juicier.
I'm not against a faction with bellow average heal, but the supply building heal would definitely benefit from being automatic, so you have less micro to care of. Furthermore a 4th hero with a healing ability would be a plus.
Hunters tends to get in the front while formation moving, you better check movement formation indexes so they won't get chomped right away.
All troops would also benefit from the 270 regular movement speed while not getting above it. Speed boosts provided by your support won't make them too swift too.
Like the Iruxi Confederation, your faction suffers from a too high melee count which curses the tactics. Against entrenched enemies it is difficult to engage and pull out, making combat swinging to either sides. Not all units can nuzzle something to hit at the same time.
Drummers not having an attack make them walk into enemy lines when attack moving everything. You might add them an attack, even a shitty one, to stay at range.

I won't make a full review just yet, as I did only one game. Core mechanics are there but really needs balance and polishing. By that I mean it's time to make them fun to use.
Two stars for now until improvements. That doesn't mean your faction is badly made, but has a lot of leverage to be improved. Most of the stuff pointed out are low hanging fruits.

More tests will arrive in the following days. Take this feedback as a first hot take, at the risk of taking back what I have said.
 
I've updated map tp 1.3.1
This race is actually completely broken due to the worker gather rate and their upgrades. Why not simply put a regular gather rate for gold ?
You got an ogre in your team ? Free additional gold for everyone.
You very quickly swim in gold and it quickly gets boring due to their overall slow movement speed.
The gold rate is slightly overlooked on my part. For a good portion of testing, the unit costs were a lot higher, and I got used to the amount of income.

Update 1.3: I've reduced the Runt gold cap from 20 to 15.
Slaves and gladiators have very low utility, beside sacrificing one through the necrolyte ult (else they are just free XP for enemies).
Why getting 1 food basic gatherer unlocked through upgrade while you have peons gathering gold twice (!) as fast ?
Runts cost 2 food, harvests 20G and 20/30L (2/4 per hit), and slaves cost 1 food, harvests 10G and 10/20/L (1/3 per hit). Slaves are intended to replace runts for high-keep play and to open up food at low-keep. 2 slaves on lumber outpace a runt. Gladiators are initially included for lore reasons and as an early emergency defense. Though I'm using them in Pit Master AI as their primary forces (AI trains them from Rings).

Update 1.3: I increased Gladiators' damage and armor. Permanent Gladiators no longer require Gladiator Training, making them suitable for early creeping or scouting. Gladiator warriors now deal more damage when grouped together. Summoned ones no longer grant xp.
Having only one attack and armor upgrade, even expensive, limits the strategic choices.
At the time of original development, the faction lacked Ogrekin units, I felt two sets of upgrades were unnecessary given the small number of units.

Update 1.3: I've included Ogrekin hide upgrades.
I would definitely reduce overall attack damage but increase attack rate, which will make the battles juicier.
I see where you are coming from, however I chose the low rate, high damage output to demonstrate the ogre's aesthetic of being strong stumbling giants.

I'm not against a faction with bellow average heal, but the supply building heal would definitely benefit from being automatic, so you have less micro to care of. Furthermore a 4th hero with a healing ability would be a plus.
I agree with you about the need for more healing. Perhaps I could boost Arcane Disruptions' heal/damage output or add AoE healing to the ritual ground.

Update 1.3: To reduce crowding, I have extended the husband's cast range from 200 to 450.
Update 1.3.2: Arcane Disruption Heal/damage increased and Ritual Ground now has the life and growth ability
Hunters tends to get in the front while formation moving, you better check movement formation indexes so they won't get chomped right away.
I had completely forgotten that the stat were there. I couldn't figure out what was wrong and had figured it was something up with map pathing.

Update 1.3: Fixed
All troops would also benefit from the 270 regular movement speed while not getting above it. Speed boosts provided by your support won't make them too swift too.
I see where you are coming from, but won't the increased base make the speed boosts even faster? | 200x0.15=30 230 | 270x0.15=40.5 310.5 |

Update 1.3: Units now have 240 movement speed. Incite Frenzy movement speed reduced from 75% to 25%. | 240x0.25=60 300 |
Like the Iruxi Confederation, your faction suffers from a too high melee count which curses the tactics. Against entrenched enemies it is difficult to engage and pull out, making combat swinging to either sides. Not all units can nuzzle something to hit at the same time.
Its entend for the player to go either with ogre units or transition to ogrekin with little mixing. Replacing Guards with Champions will reduce the pathing and Breakers deal sige dmage to help with building being obstacles. I might increase Gronns AoE damage and/or radius.

Update 1.3: Breakers now deal 25% cleave damage in a 150 radius.
Drummers not having an attack make them walk into enemy lines when attack moving everything. You might add them an attack, even a shitty one, to stay at range.
Your correct. Should have done that in hide sight.

Update 1.3: Drummers now have a 1 magic damage attack at 300 range with formation rank 1.
I won't make a full review just yet, as I did only one game. Core mechanics are there but really needs balance and polishing. By that I mean it's time to make them fun to use.
Two stars for now until improvements. That doesn't mean your faction is badly made, but has a lot of leverage to be improved. Most of the stuff pointed out are low hanging fruits.

More tests will arrive in the following days. Take this feedback as a first hot take, at the risk of taking back what I have said.
Thank's for the quick review any inputs helps. Look at changelog 1.3 and 1.3.2 for more information.
 
Last edited:
The gold rate is slightly overlooked on my part. For a good portion of testing, the unit costs were a lot higher, and I got used to the amount of income.

Update 1.3: I've reduced the Runt gold cap from 20 to 15.
That's still utterly broken. An +50% early game bonus makes you 50% stronger at early game ; increasing global cost is counter productive since it desync the statistic scale with the other factions. After the first game, I had to fix it myself (see bellow for more details).
Runts cost 2 food, harvests 20G and 20/30L (2/4 per hit), and slaves cost 1 food, harvests 10G and 10/20/L (1/3 per hit). Slaves are intended to replace runts for high-keep play and to open up food at low-keep. 2 slaves on lumber outpace a runt. Gladiators are initially included for lore reasons and as an early emergency defense. Though I'm using them in Pit Master AI as their primary forces (AI trains them from Rings).
There's still an overlap in terms of gamedesign. You can throw the slaves and gladiators out of the window without damaging your faction (it even makes it more synthesized). In my later test I transformed the runt like this iirc :
Food cost reduced from 2 to 1
Gold gather rate reduced from 20 to 10
Lumber gather rate reduced from 2-3-4 to 1-1-1
That makes them an heavy peon harder to raid and having a better lumber gather rate (and they benefit from having +10 movement speed compared to a peon). The 100 gold and 20 seconds cost is perfectly justified and makes a good strategical implication of "slow start" ogres. The runt hits hard for a peon which would dissuade other peon rushes, however they are intended to not have any defensive ability (burrow, militia, wisp suicide). I would add them a bit more HP if needed, or making the player start with 3 or 4 of them instead of 5 to avoid second 0 rushes.
If you reaaaaally want to keep the gold bonus, put it as a late game upgrade giving them +1 per trip. Above it would be broken. As (almost) all warcraft 3 mechanics and rhythm is tied to gold gather rate it can be very sensible.
At the time of original development, the faction lacked Ogrekin units, I felt two sets of upgrades were unnecessary given the small number of units.
I would separate the attack and armor from regular/special. Having only 1 attack upgrade is still a main concern of mine no matter the cost.
Even with a small amount of units it has a word to say. I still have to test doomstacks of other unit types.
I see where you are coming from, but won't the increased base make the speed boosts even faster? | 200x0.15=30 230 | 270x0.15=40.5 310.5 |
The goal of a movement speed bonus is to make the unit above average, not less slow. In my tests I also put the base speed of non-heavy units to 270 and I had a much better experience without feeling any kind of swiftness. They are maybe fat but also tall, making bigger steps so it may be equivalent. Of course I never meant them being fast walker. This change made them from a ridiculously slow faction to a coherently slow faction.
Even with this boost and the other self made fixes, I had to make the faction using 100% handicap (current one is 90%, hence the bizarre HP values). Despite all of this, using regular unit composition struggles against normal AI ; which is not a too bad thing since it demonstrate it has no broken units (well... there's one. But that would be for later in this message). On the other hand the ogres may display impressive stats but they don't have much staying power compared to their cost. It is maybe plagued by their too low combat healing.

Arrakoa scout
The latest game I made was doing mass flyers... and oh boi they are utterly broken. Just mass them and you won (with your 3 hero support). Yeah, you may get some losses and they need babysitting so they won't spread out and kill themselves solo on towers, but in terms of stats there's a great problem for 4 reasons
High damage per dice value coupled with sensible attack speed
Heavy armor
Low cost
High range

For cheaper than a rifleman you get a flyer with an absurd value. You can stack a lot of DPS within your food capacity and they receive neutral from piercing attacks (which was MEANT to counter flying units). Spam their buildings and right click on your hero, you get an almost infinite supply of wallmart A-10 warthogs. And it was AFTER the changes I made earlier in the message. There's two way to balance it
Heavier scout
Damage per dice reduced from 6 to 4
Cost increased from 215 20 2 to 215 45 3
Armor type changed from heavy to light
Armor reduced from 1 to 0
HP increased from 325 to 450
Range reduced from 500 to 400
Lighter scout
Damage per dice reduced from 6 to 3
Cost reduced from 215 20 2 to 170 30 2
Armor type changed from heavy to unarmored
Armor reduced from 1 to 0
Range reduced from 500 to 400
Detection no longer need upgrade
New upgrade to give them a 15-20% evasion

However, beside their scouting role I don't see much use... but that's not a key strategical element.

Butcher den
Why do they cost gold only ? Is this an oversight ? The only exceptions are necropolis and wood deposits. You also might to remove their mana as it has some synergy with mana related abilities (I can't think of one actually, but take in consideration other potential custom factions) ; replacing it with another kind of custom value of your discretion.

Hero stats
There's a problem for the stats of your heroes. On average they need to start with 50 total stats and +6 total stat per level.
Right now your ogres have better scaling, beware of the power creep !
Necrolyte : 60 base stats, +7 per level
Magilord : 60 base stats, +6 per level
Battlelord : 60 base stats, +6.5 per level
"But ogres are stronger !" yes and no, everyone would have the same thought about their favorite faction and we would all have equally broken heroes which all overshadows the vanilla ones.
However you may instead slightly increase their base HP, damage and armor if balance is a concern.

I think there's more to talk about your faction after more tests & exploits, but that's all for today.
Remember I see it in a broad balance perspective with the other vanilla factions.
 
That's still utterly broken. An +50% early game bonus makes you 50% stronger at early game ; increasing global cost is counter productive since it desync the statistic scale with the other factions. After the first game, I had to fix it myself (see bellow for more details).
There's still an overlap in terms of gamedesign. You can throw the slaves and gladiators out of the window without damaging your faction (it even makes it more synthesized). In my later test I transformed the runt like this iirc :
Food cost reduced from 2 to 1
Gold gather rate reduced from 20 to 10
Lumber gather rate reduced from 2-3-4 to 1-1-1
That makes them an heavy peon harder to raid and having a better lumber gather rate (and they benefit from having +10 movement speed compared to a peon). The 100 gold and 20 seconds cost is perfectly justified and makes a good strategical implication of "slow start" ogres. The runt hits hard for a peon which would dissuade other peon rushes, however they are intended to not have any defensive ability (burrow, militia, wisp suicide). I would add them a bit more HP if needed, or making the player start with 3 or 4 of them instead of 5 to avoid second 0 rushes.
If you reaaaaally want to keep the gold bonus, put it as a late game upgrade giving them +1 per trip. Above it would be broken. As (almost) all warcraft 3 mechanics and rhythm is tied to gold gather rate it can be very sensible.
Update 1.3.3: Runt's Food cost reduced from 2 to 1, Gold gather rate reduced from 20 to 10 and Lumber gather rate reduced from 1-4 to 1-2
Slave's Lumber gather rate reduced from 1-3 to 1-2

I chose to keep the slaves and gladiators. While I agree that removing them would have no negative effect on the faction, they are part of the ogre lore, thus I presume it wouldn't hurt to keep them in for players to play around with. I also built a forth Ai around them.
The goal of a movement speed bonus is to make the unit above average, not less slow. In my tests I also put the base speed of non-heavy units to 270 and I had a much better experience without feeling any kind of swiftness. They are maybe fat but also tall, making bigger steps so it may be equivalent. Of course I never meant them being fast walker. This change made them from a ridiculously slow faction to a coherently slow faction.
Even with this boost and the other self made fixes, I had to make the faction using 100% handicap (current one is 90%, hence the bizarre HP values). Despite all of this, using regular unit composition struggles against normal AI ; which is not a too bad thing since it demonstrate it has no broken units (well... there's one. But that would be for later in this message). On the other hand the ogres may display impressive stats but they don't have much staying power compared to their cost. It is maybe plagued by their too low combat healing.

Arrakoa scout
The latest game I made was doing mass flyers... and oh boi they are utterly broken. Just mass them and you won (with your 3 hero support). Yeah, you may get some losses and they need babysitting so they won't spread out and kill themselves solo on towers, but in terms of stats there's a great problem for 4 reasons
High damage per dice value coupled with sensible attack speed
Heavy armor
Low cost
High range

For cheaper than a rifleman you get a flyer with an absurd value. You can stack a lot of DPS within your food capacity and they receive neutral from piercing attacks (which was MEANT to counter flying units). Spam their buildings and right click on your hero, you get an almost infinite supply of wallmart A-10 warthogs. And it was AFTER the changes I made earlier in the message. There's two way to balance it
Heavier scout
Damage per dice reduced from 6 to 4
Cost increased from 215 20 2 to 215 45 3
Armor type changed from heavy to light
Armor reduced from 1 to 0
HP increased from 325 to 450
Range reduced from 500 to 400
Lighter scout
Damage per dice reduced from 6 to 3
Cost reduced from 215 20 2 to 170 30 2
Armor type changed from heavy to unarmored
Armor reduced from 1 to 0
Range reduced from 500 to 400
Detection no longer need upgrade
New upgrade to give them a 15-20% evasion

However, beside their scouting role I don't see much use... but that's not a key strategical element.
Thanks for revisions. The scout was based on the base harpy creep with little changes.

Update 1.3.3: I went with your Lighter scout outline.
Butcher den
Why do they cost gold only ? Is this an oversight ? The only exceptions are necropolis and wood deposits. You also might to remove their mana as it has some synergy with mana related abilities (I can't think of one actually, but take in consideration other potential custom factions) ; replacing it with another kind of custom value of your discretion.
This was indeed a over sight.

Update 1.3.3: Gold cost rate reduced from 205 to 180 and Lumber cost increased from 0 to 40.
Hero stats
There's a problem for the stats of your heroes. On average they need to start with 50 total stats and +6 total stat per level.
Right now your ogres have better scaling, beware of the power creep !
Necrolyte : 60 base stats, +7 per level
Magilord : 60 base stats, +6 per level
Battlelord : 60 base stats, +6.5 per level
"But ogres are stronger !" yes and no, everyone would have the same thought about their favorite faction and we would all have equally broken heroes which all overshadows the vanilla ones.
However you may instead slightly increase their base HP, damage and armor if balance is a concern.

I think there's more to talk about your faction after more tests & exploits, but that's all for today.
Remember I see it in a broad balance perspective with the other vanilla factions.
The higher base stats was i mis count on my part. I total the stats to 60 rather than 50.

Update 1.3.3:
  • Battlelord now has 25+3 strength, 15+2 intelligence, 10+1 Agility
  • Magilord now has 12+1.5 strength, 26+2.25 intelligence, 12+2.25 Agility
  • Necrolyte now has 10+2 strength, 25+2 intelligence, 15+2 Agility
 

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,947
There are definitely some nice and innovative ideas there. A bit all over the place with the unit roles but maybe concentrate more on upgrading them in various forms instead of cluttering the unit roster with similar stuff.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 28
Joined
Jun 11, 2017
Messages
901
This race... I see that your altered melee race creation changed, if we compare the Ogre Legion race to your more recent Kingdom of Stormgarde release.
I think that this race is quite strong. Maybe too much.

I understand - they are frigging OGRES, the might of Gronns, powerful and full of vigor like their orc descendants. But I did not understand this race - what is the point of using a slave laborer, if a normal ogre worker is not as costly as he "seems to be", compared to the slave?
And the Ring of Power mechanic - it comes way too late to taste it, cause my Ogre Necromancer & bunch of guards & shooters kill everything in their sight.

But, honestly, seeing an unusual custom melee race is always a pleasure for my eyes.
If you want to see ogres deeper than "Bam boom fart he-he"-ones, then you should try this custom race.
Why Ogre Legion have arakkoa?
 
This race... I see that your altered melee race creation changed, if we compare the Ogre Legion race to your more recent Kingdom of Stormgarde release.
I think that this race is quite strong. Maybe too much.

I understand - they are frigging OGRES, the might of Gronns, powerful and full of vigor like their orc descendants. But I did not understand this race - what is the point of using a slave laborer, if a normal ogre worker is not as costly as he "seems to be", compared to the slave?
And the Ring of Power mechanic - it comes way too late to taste it, cause my Ogre Necromancer & bunch of guards & shooters kill everything in their sight.

But, honestly, seeing an unusual custom melee race is always a pleasure for my eyes.
If you want to see ogres deeper than "Bam boom fart he-he"-ones, then you should try this custom race.
Why Ogre Legion have arakkoa?
I appreciate the review. I know the ogres seem to be a little OP; I had difficulty balancing it while keeping the feel of their might. They will be getting some tweaking at some point.

Addressing the slave laborer. In earlier versions, the Runt was equal to two laborers; the idea was in the late game, when resources were stocked, to swap to slaves to open food. Laborers were also to be used expendable fighters in a pinch. However, by the time I changed the Runt, I had already created an AI for them, and I didn't want to have that time go to waste, so I left them in. In the next update I'll probably disable them for the player.

The Ring of Trails and Ritual Grounds mechanic becomes increasingly useful in free-for-all or team games with three or more players. When facing late units, it is more helpful in the transitioning.

The reason the legion has the arakkoa scout was I had difficulty finding air units for a Draenor/Outland themed unit. So I used the Arakkoa as they were allied at one point with the ancient ogre empire. However, several Rylak skins and models have been released on the hive since then, so I'll most likely be replacing the scout in a future update.

Once again thanks for review. It a joy to watch your video. After watching I realize I forgot to enable Victory conditions. If you evey have any idea on improvements or thing to change, free feel to provide input.

I'm currently working on the next update of my Custom Race: Cult of the Flesh Weavers, I've posted the updated tech tree if you want an idea of what coming.
2.1 Tech Tree
 
Last edited:
Top