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Orc Marauder

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Properties

Property Value
Combat Properties
Health 235
Experience 205
Armor 16
Est. Max Dmg 80
Summon (not possible)
Convince 490 mana
General Properties
Name Orc Marauder
Classification Orcs
Spawn Type
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Holy 99% or less
Death 100%
Fire 100%
Energy 100%
Ice 100%
Earth 101% or more
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Fire
Poison
Walks through
Other Properties
Version 8.54
December 9, 2009
Status Active
Help
Orc Marauder
You see an orc marauder.
  • Grrrrrr

Notes

The war in Zao required a high degree of mobility. The answer to this request was the mounted archer. However, it took some time to make this solution palatable to the savage orcs. Barely able to control their blood lust, the orcs easily forgot their intention to stay away from the enemy and steered their mounts into the fray. Those who managed to withstand such urges were often seen as cowards and were widely shunned by other orcs. Only with the coming of their new leaders such prejudices changed. The few scattered Orc Marauders were combined and received additional training. Some of the smarter orcs were picked to support the ranks of the riders and once their effectiveness was proven, the acceptance of the Orc Marauders among the orcs grew continuously.
Used more efficiently, these new units of the orcish horde made the difference that was necessary to tune the tones of war at least for a while. The Orc Marauders attacked the lizard armies from afar. Slowly the casualties drained the strength of the lizard armies and the attacks of the orcs became bolder and bolder. The attacks usually started with Orc Marauders weakening the defensive lines. When the main body of the orcs attacked, the Orc Marauders switched to flanking tactics and caught scattered troops on the run. In more peaceful times, Orc Marauders serve as scouts or hunters.
Only the most daring orcs are chosen as Orc Marauders. Unlike the warwolves, the gnarlhounds are not bond to a specific orc. Rather the gnarlhounds are shared by the tribe and picked randomly before a raid. Given the unpredictability of the gnarlhounds, it is of little consequence for the rider. Since gnarlhounds are prone to frenzy in battle, the Orc Marauders treat their skin with a mixture of gnarlhound excrements and herbs to avoid being ripped to shreds by their own mounts.

These mounted archers was the answer to high degree mobility. However, because of the orcs lust for blood, staying at a distance from the enemy proved a difficult task to maneuver. Before, those orcs which managed to restrain themselves from such urges were often shunned and called cowards. With the coming of new leaders such prejudice as these have since changed. The remaining Orc Marauders joined together and have since received additional training and have become what they now are today.
Now only the most daring orcs are now chosen as Orc Marauders. As unlike the War Wolves, gnarlhounds are not bound to a specific rider, they are shared throughout the tribe and picked at random before a raid. Orc Marauders treat their skin to a mixture of excrements and herbs to avoid them being ripped to shreds by their own mounts.
This creature was added with the Christmas Update 2009.

Abilities

Melee (0-?), Distance Arrow attack (0-80), Haste.

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    -1%
  • Death
    Damage Icons
    +0%
  • Fire
    Damage Icons
    +0%
  • Energy
    Damage Icons
    +0%
  • Ice
    Damage Icons
    +0%
  • Earth
    Damage Icons
    +1%

Location

Zao Orc Land.

Behaviour

Unknown.

Strategy

They stay at a distance of the target and run away with great haste (faster than a lvl 55) from you. Use Haste or something similar to chase them.

Loot

(Loot Statistics)

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