Warcraft : Orcs & Humans manual " NOTE : The following information is taken directly from the manual . " The following article serves as an authentic copy of the original Warcraft : Orcs & Humans manual ( online edition ) . All material written in this article is of copyright © 1994 - 1995 by Blizzard Entertainment . The author of this article claims no right of the material written . Unit Descriptions . Peasant . 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 Orc s . They are also skilled craftsman , 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 mace s 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 Orc s 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 element s . 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 Seeing . 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 . Conjurer Spells . Elemental Blast . Conjurers maintain a close relationship with the element s 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 Descriptions . Town 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 sword s and shield s . 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 . Horse s 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 Orc s . 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 Descriptions . Ogre . 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 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 bandit s 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 sword s and dagger s , 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 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 element s of fire . While these servants can be constructed and controlled by powerful mage s , 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 . Garona of the Shadow Council Unit Descriptions . Peon . 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 Descriptions . Town 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 , spear s , 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 axe s and shield s 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 Necromancer s 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 Land . Ogre . 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 human s . 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 Human s 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 Human s , 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 Human magiks . 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 elemental s will attack until they are destroyed or their foe is dead . Fire Elemental . While their watery brethren fall under the domain of the Human s , 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 .