Enter the world of Warcraft, a mystical land where evil Orcs and noble Humans battle for survival and domination. With an ingenious arsenal of weaponry and powerful magic, these two forces collide in a contest of cunning, intellect, and brute strength. Destroy the Orcish hordes or crush the weakling Humans. The choice is yours.
Warcraft: Orcs & Humans is the first real-time fantasy strategy game from Blizzard Entertainment. By playing either the Humans or the Orcs in this saga, two separate story lines evolve with 12 scenarios per side telling the tale of the battle for Azeroth. Players must mine gold and chop wood in order to construct buildings and create new units. Warcraft: Orcs & Humans is the first real-time fantasy strategy game from Blizzard Entertainment. By playing either the Humans or the Orcs in this saga, two separate story lines evolve with 12 scenarios per side telling the tale of the battle for Azeroth.
WarCraft: Orcs & Humans is the first real-time fantasy strategy game from Blizzard Entertainment.Play WarCraft: Orcs & Humans online here, for free! WarCraft: Orcs & Humans game description. The Kingdom of Azeroth was relatively peaceful and ruled by King Llane. Dear Abandonia visitors: We are a small team that runs one of the largest DOS Games websites in the world. We have only 3 members of staff, but serve 450,000 users and have outgoing costs like any other top site for example: our servers, power, rent, programs, and staff. Enter the world of Warcraft, a mystical land where evil Orcs and noble Humans battle for survival and domination. With an ingenious arsenal of weaponry and powerful magic, these two forces collide in a contest of cunning, intellect, and brute strength. Destroy the Orcish hordes or crush the weakli.
NOTE: The following information is taken directly from the Warcraft: Orcs & Humans manual.
The following article serves as an authentic copy† of the original Warcraft: Orcs & Humans manual. All material written in this article is of copyright ©1994-1995 by Blizzard Entertainment, Inc. The author of this article claims no right of the material written.
† The following sections were removed to preserve only or mostly the lore-related information:
Chronicles of the War in Azeroth
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King Llane - Lord of Azeroth
Unit DescriptionsPeasant
These are the people of the Kingdom of Azeroth. Being of sturdy and hardworking stock, they will harvest the forests for necessary woods, or mine for gold in the hillsides as needed. Often times they gather in the Town Hall, and there is always a large supply of them willing to assist in your fight against the Orcs. They are also skilled craftsman[sic], able to construct any type of building you could desire. They are unskilled in the ways of war, however, and will flee when engaged by the enemy, often ignoring a safer route for a faster one.
Footman
These fighters are the backbone of the King's armies. They are foot soldiers trained in the art of melee combat using the sword and shield. Well armored for maximum defense against attacks, they can also deliver a solid blow with their double edged weapons.
Archer
These warriors use their skill in the crossbow to deal death from a distance. They are slightly more maneuverable than Footmen, but the cost is the lighter armor they must wear. The ability to launch their deadly rain of missiles from a distance makes them a force not to be discounted.
Knight
The fighting elite in his Majesty's service. Using the difficult skills required for mounted combat, these warriors wield huge maces in order to crush their opponent's skulls. Their warhorses make them fast and deadly, as they can maneuver much more quickly than an unmounted foe. Knights are well respected throughout the realm, and the tales of their fighting prowess are known far and wide.
Wounded
On occasion you may find someone who is wounded. In such cases, the disciples from Northshire Abbey are bestowed with the ability to heal the wounds and maladies of others, and may be of assistance. If your soldiers become wounded during battle, their condition will worsen, and they should also seek the assistance of your clerics.
Catapult
As the ultimate machine of war, the catapult brings fiery death to all who stand in its way. Capable of destroying any target in its range, the projectile from a catapult can smash the toughest of defenses, or through the sides of buildings. This behemoth is large, slow, and difficult to maneuver, but the power that it holds makes it an essential part of your forces.
Cleric
These are the holy men of our kingdom. Their spiritual leadership keeps both the people and the troops of Azeroth focused upon our mission of everlasting peace. Their ability to channel the spirit of humanity through their bodies makes them truly wondrous, and stories of their ability to heal the sick and injured, as well as being able to affect the perceptions of others, are miraculous in nature. The transgressions against Humanity by the Orcs have forced them to devise ways to defend themselves, but their true path remains the healing of men's souls.
Conjurer
Seers of mystery, holders of secrets and dwellers in dream. These practitioners of the Arcane Arts have learned through researching the ancient tomes to bend the forces of nature to do their will. They can make the energies of nature strike down opponents, summon forth great creatures or command the elements. They are a secretive sect, and will only gather and train in their own specially prepared mystic towers.
Cleric Spells
- The Abbot of Northshire Abbey
Holy Lance
The invasion of the Orcish hordes has necessitated our divining a method to protect not only ourselves, but the whole of the people of Azeroth, as well. The use of physical violence is not the calling of our order, but each force must be met with an equal force for the balance of good and evil to be preserved. As the archangels took up swords of light to defend the heavens, so must we take up holy arms to defend our lands. The pure essence of the casters heart, mind, and soul strikes out to defend him from threat, and enters into the soul of the target. This is especially effective against the Orcs because of their dark and evil origins.
Healing
The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, with out causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another).
Invisibility
This is the ability to cloud the perceptions of others so that they do not recognise the physical existence of the caster. This was originally employed as a tool to make the confessing of secrets that weighed heavily upon the souls of worshippers easier to speak. The clerics of Northshire Abbey have found it very useful in assisting the armies of King Llane in ridding Azeroth of the Orcs.
Far SeeingWarcraft Orcs And Humans Walkthrough
As dispensers of peace and understanding to the people, the need to keep a clear perspective is a vital one. This ability has developed from that need, and therefore allows the caster to see in an all encompassing fashion, as God does. His vision extends to all corners of the land, and his view is omnipotent. The power of this divination is limited, for when one strives to see the world as God does, the human mind can only partake of a meager portion before it is forever blinded by the clarity of that sight.
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![]() Conjurer SpellsElemental Blast
Conjurers maintain a close relationship with the elements about them, and the ability to focus those forces is the basis of this spell. This channeling manifests itself as a sphere of charged energy that issues forth from the hands, enabling the caster to strike an enemy from a great distance. This is one of the basic magiks taught to conjurers and serves as the cornerstone for training the caster in focusing both mind and will to the task of summoning.
Summon Scorpions
The caster calls upon the creatures of the desert by magically transporting them to do his bidding. They are under the conjurer's direction and will do his bidding to the death. Research has proven that it is simpler for the conjurer to transport several smaller scorpions in a short time than to drain his energies further by summoning a single, large creature.
Summon Elemental
The caster uses the forces of nature to create a water elemental. He summons the forces of air and water and combines them into a simulacrum to defend the lands. They are excellent creatures, and will never turn upon their creators. The element of water was chosen because it is persistent as in the state of erosion, and it is the opposite of fire, which seems to be the element that the Orcs favor.
Rain of Fire
This is a very powerful spell that combines the natures of flame and water. It calls forth the essence of fire and delivers it through massive thunderheads of vapor and brimstone, creating an actual firestorm. This spell is very destructive, and will cause damage to any foes and buildings in its sphere of influence. Use this spell with care, for the rain of fire knows no friends.
Building DescriptionsTown Hall
This is where the people of a settlement meet to discuss the issues of the day. The King's servants, be they farmer, craftsman or peasant, will share their fears and hopes with the community in this building. It is also where the details of commerce are dealt with - the distribution of resources, and the spending of moneys. All shipments of gold and wood are routed through the Town Hall. The allocation of funds to build roads and walls are also addressed here. Additionally, it serves as a center where peasants can receive training in harvesting and mining, as to better serve the kingdom. Being the center of the settlement's economy, there can only be one Town Hall. If it is destroyed, however, another can be built to take its place.
Farm
Producing needed sustenance, these sites are a vital part of any community. Farms produce grains and foodstuffs to feed not only the populace and peasants, but the armies as well. You must have enough food to supply all of your units, so keep a close eye on how much you can expect to harvest. Farms are self sufficient in that they supply their own workers, but if they are destroyed, your available food supply will be affected.
Barracks
This is where the men of arms come for training and recruitment. Footmen, Knights, and Archers can be found here, constantly honing their skills as they wait to be called forth into battle. When you need more fighting men, you will come here to get them. The crews that man catapults are also trained here, and when you require the services of one of these great machines, it will be routed through this site.
Lumber Mill
This is where the raw wood supplied by peasant harvesters is made into building supplies, arrows, and catapults. The ability to craft wood to the specific shapes and sizes needed to make certain buildings makes them an essential part of your community. The Mill can also provide your Archers with better shafts for their arrows that will make them fly truer, and increase the amount of damage that they inflict.
Blacksmith
As the metalworker of the town, he is responsible for the grade and quality of the steel used in your weapons and armor. If funds are devoted to the refining of his craft, he can upgrade the materials and skills used, allowing the creation of better swords and shields. His talents are also sought after in the construction of specific goods and building materials that are essential to other professions.
Stables
The care and feeding of the Knight's mount is the main concern of this site. Horses are specially bred and trained here to be more effective for use in combat. By making them faster, stronger, and more responsive to their rider's commands, the stable serves as a link between warrior and steed. The stables must be supplied with riding bits, stirrups, shoes, and horse armor for their training and outfitting - so you can not build a stable without the aid of a blacksmith.
Church
Housed here are the holy men of Azeroth, as the church provides a place for them to commune with the people of the land. This is the only place where clerics will come together for their ceremonies, and many can be recruited here to assist in ridding the land of the hellspawned Orcs. A tithe must be made to the church for their services in order that new clerics may be trained, and other sites made sacred. A Church must be built entirely of a rare wood known as Holyoak, hence a lumber mill must be active to specially cut and prepare this sacred wood. Also, clerics continue training here to increase their understandings of the spiritual forces. When they are enlightened by a new revelation, the kernel of that knowledge is sown among all followers of the faith, and it blossoms into the minds of all clerics throughout the lands.
Tower
This is the mystic place where magiks are taught. These strange and mysterious workers of magic are a reclusive lot, and place themselves above the law in many ways. They also demand absolute secrecy and privacy for their studies, and so require their own domicile. Conjurers gather at the Tower to practice and train in their arcane arts. When new magiks are learned, that knowledge is immediately sent by thought to other conjurers wherever they be in the realm. The recruiting of Conjurers is a common practice, but a price must be paid in gold for their services, as few hold duty to anyone. The massive energies used in their spells require that the Tower be constructed with long shafts of metal placed within the stone walls to act as a mystic lightning rod, for without these, the building would explode into a thousand pieces. A blacksmith must be made available to create these devices to the exact specifications provided by the Conjurers.
Gold Mine
King Llane has sent many a surveyor into the hills and mountains throughout the kingdom in search of new deposits of gold. You may discover one of these sites, and find that there are still veins of the precious metal to be mined. Peasants can be trained in the skills required to mine and deliver this gold to your Town Hall for disbursement as you see fit.
Monster DescriptionsOgre
Brethren to the Orc clans, these brutes have less intellect and more strength, making them a fearsome opponent in any battle. Often found dwelling in secluded areas of the kingdom, they do not like to be disturbed. They are ponderous and necessarily single-minded to the task at hand, which is usually the killing of anyone they do not recognise. Their massive jaws and glazed eyes give them the look of a crazed animal, and they have the temperament to match.
Scorpion
Creatures of the arid lands, these giant insects[sic] strike with venomed stingers that are located in their tails to kill their prey. The poison they employ is extremely painful, and is a slow and wicked death. They are hunters by nature that will attack anything that strays near their nests.
Spider
Poisonous and huge, these spiders are found in dwellings long forgotten by time and man. Their bite is venomous, and their many legs make them an agile opponent. Having grown so large from years of hunting increasingly larger prey, they have learned to hide in dark places and attack from the shadows.
Brigand
Many of these evil bandits were once loyal subjects of the King, but their greed and hatred has turned them against their own people. Like all cowards, they hide in the shadows, waiting to overpower their victims with surprise and numbers. Having been driven out of lawful settlements, they seek refuge wherever they can find it. Often armed with short swords and daggers, they rely upon their speed to fill their purses with ill gotten gains.
Slime![]()
Not all of the putrid, slick goo that oozes from openings in the floors and walls is merely disgusting. Some of it poses great danger as well. While slime has no intelligence, it is attracted to the heat that bodies generate. This icor[sic] will literally drain the life from its victims, as heat is what it uses as food. No magical properties have been found to exist within the slime, but nature is often a magik unto itself.
Skeleton
These abominations are magical constructs made from the bones of the dead. They roam the forbidden lands and forgotten realms of Azeroth, seeking to take their anguish out on the living. They know only pain and death, and strive to embrace the living in their arms so they may drag them into the pits of hell.
Water Elemental
These creatures are made of the magical essence of water. Once created, they are loyal servants, and will unerringly do the bidding of their masters. Should they escape the control of their master, they become free creatures to do as they will. They are excellent fighters and will defend those whom they serve to the death.
Fire Elemental
The creation of a simulacrum of the elements of fire. While these servants can be constructed and controlled by powerful mages, many have proved too difficult to hold in the summoner's power. Should they escape their creator these creatures rage uncontrollably, determined to destroy all those who are like the one that imprisoned them in this domain.
Daemon
Denizens of the underworld, these creatures are the most powerful entities to ever exist in the lands of Azeroth. Their aptitude in the arts of deception and combat are only equaled by their sadistic nature, and the puissance they possess in the black arts of magic. They command the searing fires of Hell as if it were their plaything. They are the true lords of chaos, wreaking havoc at every step and destroying what they wish. There is rumored to be a gateway that appears every thirteenth full moon that bridges the gap between Azeroth and the underworld, and it is during these brief moments that the daemons can come to this place. Legend also states that some have the power to summon these creatures and control them, but if this is so, none are alive to tell the tale of how it is accomplished.
The Destiny of the Orcish Hordes
Warcraft Orcs And Humans Free Download
Blackhand - Fearsome Leader of the Orcs
Garona of the Shadow Council
Unit DescriptionsPeon
The lowliest of the Orcs, these dogs are good for little more than rough work. Command them to cut wood or mine the pits for gold. They also make strong laborers in the construction of all manner of buildings. They are all cowards, and will run like little children if attacked.
Grunt
The first level of warrior in the service of our armies. Trained for close combat, these soldiers make excellent fodder for wading through Human forces. Use of the ax and shield is their specialty, and they are hearty fighters with a taste for blood.
Spearman
Grunts trained in the use of the spear. They are faster than their ax wielding brethren, but have lighter armor so that they may move about more freely. The ability to hurl their deadly missiles across a battlefield makes them a formidable unit to employ.
Raider
The most vicious of the Orcish hordes, these minions of Blackhand are trained to show no mercy. Riders of the darkwolves, these savage warriors use the speed and ferocity of their mounts to make them a deadly enemy. Faster than those who attack on foot, they have perfected the tactics of tearing through columns of enemy soldiers like a hot wind.
The Dead
When any unit is killed, it will begin to decompose and the remains will slowly seep into the ground. Necrolytes are trained in the black arts, and can raise these fallen warriors if they can reach the corpse before it disappears into the earth forever.
Catapult
Destruction and mayhem are its purpose, and those who are its target will reap only death. Chaos reigns supreme as the ground shakes with the approach of these gruesome machines. Walls and buildings prove no barrier to the devastation of the Orcish catapult. Although they are sluggish and huge, your forces will prove unstoppable when you command these devices.
Necrolyte
Practitioners of the Orcish religions, these binders of souls command the black powers that hold control over the earth. Linked into the dominions of the lower plains, Necrolytes have power over all things dark and evil, including the raising of fallen warriors to create armies of the undead. Through ceremonies performed at their Temples, they learn to warp the essence of shadow to use for their advantage.
Warlock
If the energies of this world can be used for destruction, then the energies of the underworld could destroy Azeroth. It is this destructive power that the Orcish Warlocks use in their incantations and rituals. As the most powerful of the Orcish sects, these dark brethren of Hades go where none others dare in search of ultimate power. Their Towers hold the keys to unleashing the very essence of evil upon those they see as a threat to their devious plans. Spells that channel the fire and brimstone of hell through their bodies, or can summon forth great creatures - even daemons - are theirs to use.
Necrolyte Spells
By commanding the powers of darkness and death, tendrils of blackness stretch across the land to envelop the unwary and careless. It is upon these fools that the Necrolytes prey, filling their temples with fresh sacrifices and our armies with undead warriors.
Shadow Spear
This is a spear of energy culled from the evils of the Orcish clans. When an Orc dies, his soul descends into Hades for judgment, and his essence is divided into good and evil. The Orcish Necrolytes have learned to siphon the black energies from this plane and use it for their own purposes. This weapon of darkness is the manifestation of those black souls, and causes excruciating pain to those it strikes.
Raise Dead
The Necrolytes have close ties to the dark forces of Hell, and in consequence study the forbidden arts of the dead. They have gained the ability to bind the bodies of the dead to this domain, creating armies of soulless creatures. With no minds to speak of, they will disdain the use of weapons, seeking to rend the flesh of those they are directed to attack with their bare boned hands.
Dark Vision
Wherever there is light, there is shadow, and it is this shadow that the Orc Necrolyte uses to see into places he cannot travel. Wherever the slightest shadow is cast, the sight of the Necrolyte can enter and view. The effects of this spell are limited in size, for too much knowldege of the confines of shadow has been known to forever trap the caster within the realm of darkness.
Unholy Armor
This ritual invokes the recipient with a mystic armor of invulnerability. Weapons will have their effects dissipated when striking the wearer. This armor is constructed from the souls of the damned, and they absorb the pain that any blows would normally inflict upon the wearer. The price that is exacted from those who are bestowed with this invulnerability is a high one, however, for they must sacrifice a portion of their soul to act as a magnet to bind these lost souls to themselves. After some time, this binding will weaken, and those who make up the armor will be released back into their eternal torment.
Warlock Spells
The fires of hell rise up to meet the enemies of the Warlock clan. Their sorceries are rooted in the deepest pits of the underworld, and their command over flame and the monstrosities they create is a cause for great fear to their victims.
Fireball
The basic fire spell which all followers of the Orcish cults (the underworld) first learn. It channels the flames of Hades through the caster's body, allowing the wielder to direct it as a missile at anyone he chooses. It is a dangerous magik to employ, but the effects seem to delight even the lowest circle of Warlock to no end.
Summon Spiders
The Warlock calls forth hordes of deadly, poisonous spiders to aid him. Several spiders come at any one summoning, and will swarm over the enemy as the caster directs. They crawl through gaps in the enemies armor and bite them with their poisoned fangs, injecting their deadly juices into the bloodstream. As the enemy falls to the ground, he literally burns from within.
Poison Cloud
The caster creates a cloud comprised of brimstone, acid, and poisonous gases to envelop and choke his targets. This foul stench eats through anything that stands in its way, and chokes the very life out of anyone unlucky enough to be in its path. It is a mix of the sickly stench of rotting corpses and the essence of evil, designed to decay and corrode all that it comes in contact with.
Summon Daemon
The most powerful spell ever rumored to exist. Legends say that the caster would have the ability to summon forth a daemon by allowing his body to be sacrificed to enable its existence in this plane. The daemon would then be guided by the spirit of the caster to do his bidding, but should the daemon be destroyed, the warlock's life would be forfeit. The truth to this tale is questionable, but the incantations and rituals used to summon the creature may lay in some lost runic writings. The dream of every follower of the underworld is to rediscover these incantations and be able to command the power of the Daemon.
Building DescriptionsTown Hall
This is where the denizens of an encampment come to meet and make their arguments heard. The constant bickering and backstabbing that occurs here is necessary, however, for it keeps them from killing each other in the street. The Town Hall is also where the encampment's Overseer can keep a close eye on the resources and funds that are available, and use them as he sees fit. All shipments of wood and gold are brought here for his inspection. This is also where peons are given the training to do the simple tasks demanded of them by the Orcish empire. Blackhand has ordered that only one Town Hall be allowed to stand in each encampment, so that separate factions of Orcs will not arise. If the Town Hall is destroyed in battle, another can be built to replace it.
Farm
Farms produce the grains and animals needed to keep the encampment and the army well fed. You must produce enough food to supply all of the Orcs you control. Once your peons have constructed the site, the farm will prosper with no further concern on your part. If you have a farm destroyed in battle, your ability to produce enough food will be affected.
Barracks
The training of Orcish armies takes place in this structure. Grunts, Spearmen, and Raiders all practice the skills needed to slay the enemy in the cruelest form imaginable. When your forces have been depleted and more warriors are needed, fresh recruits can be found here. The crews that man the awesome catapults are also trained here, and when one of the mighty devices is required, it will be routed through here as well.
Lumber Mill
This is where the roughly cut wood supplied by the peon laborers is made usable by skilled workers for buildings, spears, and catapults. If other Orcs require specific woods for their sites, only your Lumber Mill will have the necessary workers to complete the task. When funds are directed to the craftsmen of the Mill, they can increase the quality of your spears, making them bite even deeper into the hide of the Human scum.
Blacksmith
All objects that require the strength of iron are made here. As money is spent to build hotter forges and mine for better metals, the quality and deadliness of the axes and shields that are produced will increase. Metal is also a vital component in the construction of some Orc's buildings and materials, and to create a site for them will be impossible without the aid of the Blacksmith.
Kennels
This is the foul hole where the darkwolves are penned. They are bred and trained here from an early age to crave the taste of human flesh, making them savage when in battle. The breeding of faster and stronger wolves has become an art that greatly increases the effectiveness of your Raiders, if you will but pay the price in gold. The training of these creatures demands specific implements and cages that only the blacksmith can provide.
![]() Tower
This is where the knowledge of the dark magiks are revealed. Warlocks reside here to focus their energies towards harnessing the forces of the underworld. Their sect demands payment in precious metals for any services they may offer, as it is then converted into the mystic symbols used in their castings. Metal cages in which to place the subjects of their experiments must be constructed, as well as the ornate metal runes that need to be built into the stone floors for their spells of summoning. Only the blacksmith can provide the needed materials and skills required to meet these exacting specifications.
Temple
The unholy place where Orcs come to make sacrifices to their gods, and the Necromancers of the land gather to invoke the will of their dark masters. This is the only place where Necrolytes can be recruited to assist you in purging the land of Human settlements. The need for a blood offering has only recently been replaced by one of gold, and no assistance will be sanctioned until it is made. The immense, sacrificial alters used in the Necrolytes' rituals must be built of the mystic Blackroot, hence a lumber mill must be used to locate and specially prepare the wood.
Gold Mine
Some rock faces hold deposits of gold. You will recognise them because Blackhand has sent searchers out, and any that were located will have an entry way clearly marked. Peons will mine these holes and deliver the gold to your Town Hall for disbursement as you see fit.
Creatures of the LandOgre
The Ogres came through the portal that brought the Orcs to this land. Their blood hatred of the Orcs remains second only to their hatred of humans. They are a vicious opponent, with the strength to rip off a warrior's limbs should they so choose. The Ogres favor huge, spiked clubs that they use to bash in the skulls of their enemies and to bring down the large prey they hunt. Ogres favor lands not frequented by the Orcs, and are seldom seen near the encampments.
Scorpion
Hunters of the underground, these are as venomous and deadly as any creation of the Warlocks. Their tails are tipped by a sharp spike, and can tear through the armor and flesh of their prey to inject a deadly and painful poison into the unfortunate. The Humans have learned to command the smallest of these fiends, and can summon them to do their bidding.
Spider
The Warlock clan have used their magiks to create the hideous abomination that they call spiders. Mutated from the smaller creatures commonly found in the area, these huge poison fanged beasts are twisted and predatory. While some are controlled by the Warlocks, many grow too large to maintain control over, and are released into the forbidden lands. These giant spiders lurk in dark, dank places and spin their webs, seeking to entrap the unwary.
Brigand
These are the diabolical Humans, whom even their brethren distrust. They use numbers and tactics to overpower much stronger units, and will fight like rabid wolves when cornered. They hide in untraveled lands, and are turned away from any village or encampment where they seek shelter. The short blades they wield are made for quick slashing attacks, and are most effective.
Slime
The Necrolyte clan believes that the strange slimes found in certain areas seek to eat the blood of the Orcs. No magiks could have created these crawling masses, but yet they exist. This slime seems attracted to the heat of Orcish bodies, and will seep through even the tightest armor to drain into the pores of its victims skin and sap them of strength and life.
Skeleton
Uncontrolled spirits of the underworld sometimes roam the lands where their bodies were slain. Rotted cloth and flesh hangs from their bones as they seek revenge upon those who caused them to endure this eternal damnation. Held together by forces too dark for most to comprehend, they are more difficult to destroy than might be anticipated.
Water Elemental
These are creations of Humanmagiks. Occasionally found in the service of their Conjurers, these simulacrums have the powers of water to use as they will. When found uncontrolled, they prove to be difficult to disperse, as they gain some semblance of independent thought and motivation. In either case, these elementals will attack until they are destroyed or their foe is dead.
Fire Elemental
While their watery brethren fall under the domain of the Humans, these creatures serve no other. They only seek to destroy anything or anyone that they come in contact with. No one knows if these are summoned beings, or the result of some rogue magiks. The only sure thing is that they are deadly, and seem to take some dark pleasure in the pain they inflict.
Daemon
These hellspawn are evil incarnate. The ability to summon these dark minions of the underworld has long been lost, though the Warlocks seek to find those secrets once again. Breathing flame and wielding a blade forged in the fires of Hades, destruction and death are their greatest desire. These daemons possess cruelty beyond the imagining of even the sickest mind, and delight in the execution of their plans. If there is a way to send these monsters back into the pits that spawned them without the loss of many lives, it too is a secret locked away in time.
Map of AzerothNotes
Please note that some of the images have been resized and coloured in and are therefore not an actual representation of what is available in the manual.
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