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Orc
Special Abilities None/Melee Fighter
Spawn Time 00:15:00
Requirements
Technology Creature Affinity
Room Den, Level 1
Furniture Coarse Mat
Training Proving Ground 1-99
Arena 100+


An Orc is a basic melee fighter of Dungeon Overlord. The Orc is a strong fighter with mostly average stats across the board and the only tanking option available to beginning players. Many players move away from Orcs quickly, however, since their average movement speed on the Overworld is far too slow for effective raiding. Dark Elves and Thieves are customarily used instead, although the latter is now only safe for raiding Tier 1 (Pitiful) Settlements and Dungeons with no detection and only low-level traps.

Advantages Disadvantages
Available from the start Becomes obsolete by midgame
Has very solid DPS Must close to melee range first
High HP total for its tier 4th worst heal rate in the game
Is a reasonable tank Lacks the high tank values of the Ogre
Performs fairly well in raids Dark Elves will raid in half the time

Stats gained per level Edit

  • 160 Health
  • 8 Damage
  • 40 Carry

Spawn Info Edit

This is the chance of the creature spawning in a room when defending against an attack. The values are relative to each other.

Raiding with Orcs Edit

If you're lucky enough to have a tiny Settlement nearby (Identifiable by "2 to 3 Orcs should be able to raid this pitiful place"), you can send 1 L10 orc there alone (raiding only once) and they will survive and sometimes bring back primal elements. This is an efficient method of obtaining both Leather and Hate during the early game. Leather is needed to train thieves and to get a number of early upgrades, so it's important to begin raiding with your Orcs ASAP. It's also equally important to not level your orcs beyond L10 unless you desperately need to get rid of Iron and Food, as the resources are better spent on thieves and dark elves. Because of the Orcs' pathetically low healing rate, you should always send your L10 Orcs in a single group if you want to do more than a 1x raid.

Stage Health Attack Defense Damage Speed Healing Rate Carry Pillage Range Traveling Per Square Upkeep Training Cost
Initial 800 50 20 40 3 200 200 0 1 0:20:00 2 Gold, 10 Food 100 Gold, 200 Iron, 150 Food
At Level 10 2240 50 20 112 3 200 560 0 1 0:20:00 6 Gold, 24 Food 150 Gold, 300 Iron, 300 Food
At Level 20 3840 50 20 192 3 200 960 0 1 0:20:00 200 Gold, 400 Iron, 450 Food
At Level 30 5440 50 20 272 3 200 1360 0 1 0:20:00 14 Gold, 56 Food 300 Gold, 3 Steel Ingot, 600 Food
At Level 40 7040 50 20 352 3 200 1760 0 1 0:20:00 400 Gold, 4 Steel Ingot, 750 Food
At Level 50 8640 50 20 432 3 200 2160 0 1 0:20:00 88 Food, 22 Gold 400 Gold, 5 Steel Ingot, 2 Reinforced Leather, 900 Food
At Level 60 10240 50 20 512 3 200 2560 0 1 0:20:00 24 Gold, 104 Food 600 Gold, 5 Steel Ingot, 2 Reinforced Leather, 900 Food
At Level 70 11840 50 20 592 3 200 2960 0 1 0:20:00 Visit creatures' training cost tables
At Level 80 13440 50 20 672 3 200 3360 0 1 0:20:00
At Level 90 15040 50 20 752 3 200 3760 0 1 0:20:00 800 Gold, 6 Steel Ingot, 4 Reinforced Leather, 1050 Food
At Level 100 16640 50 20 832 3 200 4160 0 1 0:20:00 1000 Gold, 10 Steel Ingot, 6 Reinforced Leather, 1300 Food
At Level 110 18240 50 20 912 3 200 4560 0 1 0:20:00
At Level 120 19840 50 20 992 3 200 4960 0 1 0:20:00
At Level 130 21440 50 20 1072 3 200 5360 0 1 0:20:00

Damage Type and Resistances Edit

Damage Type: Physical

Physical Magical Fire Cold Electrical Poison Disease

0

0

0

0

25%

0

0

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