Orc Chief needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
3
Defense
4
Damage
3–4
Health
15
Speed
3
Shots
16
Base weekly growth
8
Cost per creature: 175 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Orc Chief · reference values before bonuses
Creatures
Total cost
Base health
1
175 gold
15
5
875 gold
75
10
1,750 gold
150
Reading this profile correctly
Numbers and abilities use the stated pinned fheroes2 revision. Rules do not automatically match Heroes III or every historical DOS version.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.