Unlike the later games in the series, the two races aren't radically different here. All of the human units have the same health as their orc counterparts with the exception of the summoned water elemental and daemon. Also, the orc spearman deals a little more damage than the human archer. However, the human archer has extra range.
The final difference is with the spells. The human cleric can heal living units while the orc necrolyte can raise corpses as skeletons. Also, the cleric can turn units invisible while the necrolyte has the unholy armor spell which grants invulnerability at the cost of the unit's health. The human conjurer's area attack spell is the rain of fire, which deals enormous damage over a large area but requires the conjurer to be alive to continue casting it. The orc warlock has the poison cloud attack which has a smaller area but only needs to be cast once.
That being said, the initial human missions aren't much different from the orc missions. If you've already played the orc missions, you can probably skip ahead. If not, read on.
The first mission is simple but tedious. You’re tasked with building six farms and one barracks. You start with one of the farms already built. Here’s your starting position.
And so it begins. |
Orc grunts are scattered throughout the map but they won't ever attack you without being provoked. As long as you don't stray too far from the town, you should be able to complete the mission without being harassed.
Yes, my lord! |
The gold mine is immediately east of the starting location. Your starting peasant should immediately be directed to mine. With your starting funds, you can build a farm and a peasant. Send the newly trained peasant to chop trees to the north. Take a few minutes to stretch your legs, grab a drink, or use the restroom. By the time you come back, you'll have enough funds to build the remaining buildings. You shouldn't have to build a single road.