The Orc Warchief
Boss · Native to the Rage Quit Warlands
This article is about the creature. For the region, see the Rage Quit Warlands.
The Orc Warchief is a boss creature found in the Rage Quit Warlands. It has 3,000 hitpoints and hits for up to 72, placing it in the middle of the bestiary by hitpoints (#102 of 511).
It drops Orcish War-Axe and 5 other items, and yields 760 experience and 520 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 3,000
- DAMAGE
- 72
- DPS
- ~103
- SPEED
- 9 / 19.8
- EXPERIENCE
- 760
- COINS
- 520
At 0.7 seconds a swing for 72, sustained contact costs roughly 103 health per second. The charge multiplier takes it from 9 to 19.8 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Heavy
- Slow to turn and slow to reposition, but absorbs far more punishment than its tier suggests. Kiting works; trading blows does not.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Orcish War-Axe | 1 | Common · 80% | Weapon |
| Bone Totem Staff | 1 | Common · 50% | Weapon |
| Orc War-Helm | 1 | Always | Armour |
| Orcish Hide Mail | 1 | Common · 80% | Armour |
| Bone Kilt | 1 | Common · 70% | Armour |
| Orc Tusk | 10 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Orc Warchief spawns inside the Rage Quit Warlands, a region of radius 20 centred on -130, 10. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Orc Shaman 200 HP
- Orc Grunt 240 HP
- Warland Raider 240 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Kite it. Trading blows with 3,000 hitpoints on the other side is a losing race.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.