Orc Infantry
• Required Skill : Melee 1 +
• Speed : Low
• Field of Vision : Low
• # of Units : 25
• Melee : Mid
• HP per Unit : 380
Orc infantry are tougher and can take more damage than other infantries. They can block arrows but are weak against cavalry.
 
Orc Ghoul
• Required Skill : Melee 10+, Curse 8+
• Speed : Low
• Field of Vision : Low
• Melee : Mid
• # of Units : 25
• HP per Unit : 400
Ghouls are created from dead orcs by Liches. They have strong
melee and deadly self-destruction attacks. Ghouls are weak
against holy and ice magic.
- Self Destruct : An Orc Ghoul charges into enemy to explode upon contact or damage. Opponent can fend Ghouls off with Scouts or Archers. Using this skill will decrease the number of Ghouls. Using Self-Destruct again will direct the selected Ghoul to another target.
 
Orc Axeman
• Required Skill : Melee 2+, Frontal Attack 3+
• Speed : Low
• Field of Vision : Low
• Melee : Mid
• Frontal Attack : High
• # of Units : 12
• HP per Unit : 390
Orc axemen throw axes to halt enemy troops in front. Axemen are effective against cavalry.
 
Orc Heavy Infantry
• Required Skill : Melee 9+
• Speed : Low
• Field of Vision : Low
• Melee : Mid
• Frontal Attack : High
• # of Units : 25
• HP per Unit : 400
Heavily armored orc infantry are the toughest melee fighters.
 
Orc Rider 
• Required Skill : Melee 3+, Frontal Atack 4+, Riding 4+
• Speed : High
• Field of Vision : Low
• Melee : High
• Frontal Attack : Mid
• # of Units : 12
• HP per Unit : 833
Orc riders are similar to cavalry. They can charge through enemy troops but they are vulnerable to spearmen in defensive stance.
 
Orc Axe Rider
• Required Skill : Melee 5+, Frontal Attack 5+, Riding 7+
• Speed : High
• Field of Vision : Low
• Melee : High
• Frontal Attack : Mid
• # of Units : 12
• HP per Unit : 833
Heavily armored Orc riders are stronger and tougher than regular riders.
 
Orc Sapper
• Required Skill : Melee 1+, Teamwork 1+
• Speed : Low
• Field of Vision : Low
• Melee : Mid
• # of Units : 25
• HP per Unit : 320
Orc sappers can set traps, open dams, and dismantle enemy traps. Sappers can be used as infantry but they do not carry bucklers.
- Trap : Traps can be set. Traps will be activated when enemies
  step over them. Once set, traps can be activated up to 10 times.
- Remove : Sappers can detect enemy traps and remove them to
  earn SP.
- Open Watergate : A watergate can be opened to flush down
  enemy. Only used in Single mode.
 
Scorpion
• Required Skill : Melee 4+, Teamwork 5+, Taming 2+
• Speed : Low
• Field of Vision : Smallest
• Melee : High
• # of Units : 1
• HP per Unit : 1000
Giant scorpions capable of creating shockwaves that damage everything in its path. Scorpions are impenetrable to arrows but are weak against siege and fire attacks.
- Shockwave : Scorpion smashes the ground with its tail to create
  a dangerous shockwave. This can attack enemy at a range or tear
  down a castle wall.
 
Swamp Mammoth
• Required Skill : Melee 5+, Teamwork 7+, Taming 10+.
• Speed : Lowest
• Field of Vision : Small
• Range : Mid
• Melee : High
• # of Units : 1
• Ranged Attack : High
• HP per Unit : 10000
An enormous monster about 50ft tall that spits out corrosive larvae
from its sides. It is weak against explosive and siege attacks.
 
Dirigible
• Required Skill : Melee 5+, Teamwork 6+, Taming 7+
• Speed : High
• Field of Vision : Mid
• Melee : N/A
• Ranged Attack : High
• Range : None (need to be on top of enemy)
• HP per Unit : 10000
• # of Units : 1
Dirigible is a huge aerial bomber unit. It drops poisonous pouches to troops below. It is weak against Storm riders and Ballistae.
 
Black Wyvern
• Required Skill : Melee 10+, Riding 10+
• Speed : Highest
• Field of Vision : Mid
• Melee : High
• # of Units : 7
• HP per Unit : 1429
Black Wyverns breathe corrosive gas to inflict damage to an area on ground. They are able to attack aerial troops but not ground troops in forests.