For lore, see far seer.
Far Seer
Race Orc and Wolf
Faction Orcish Horde
Hit points 475
Hit point regeneration Always
Hit point regeneration rate 1.00 HP/sec.
Mana 285
Mana Regeneration rate 0.96 Mana/sec.
Level 1-10
Gold 425 (0, If hired first) Gold
Lumber 135 (0, If hired first) Lumber
Food 5 Food
Produced at Altar of Storms
Build time 55 sec.
Hotkey F
Weapon(s) Far Seer's Staff
Normal attack 21-27 (24 avg)
Range 60
Cooldown 1.68 (Basic 2.28) sec.
Armor Type Hero
Armor 3 (Basic -2)
Day Sight 180
Night Sight 80
Movement Speed Fast (320)
Sound Set HeroFarseer
Hero Parameters
Primary Attribute Intelligence
Strength Infocard-heroattributes-str.png 15 (+2/level)
Agility Infocard-heroattributes-agi.png 18 (+1/level)
Intelligence Infocard-heroattributes-int.png 19 (+3/level)
This article contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.

Far Seers are ancient Orcs who represent the pinnacle of Shamanistic power. These powerful Shamans are counted amongst Thrall's closest advisors and are constantly in tune with the workings and maneuverings of the Horde. Far Seers are not only tied to the elements of the earth and sky, but are also adept at foretelling the future.


Level Strength Hit Points HP Regen Rate Agility Armor (In-game) Cooldown Intelligence Mana Mana Regen Rate Attack (Ground/Air)
1 15 475 1.00 HP/sec. 18 3.4 (3) 1.68 sec. 19 285 0.96 Mana/sec. 21-27 (24 avg)
2 17 525 1.10 HP/sec. 19 3.7 (4) 1.65 sec. 22 330 1.11 Mana/sec. 24-30 (27 avg)
3 19 575 1.20 HP/sec. 20 4.0 (4) 1.63 sec. 25 375 1.26 Mana/sec. 27-33 (30 avg)
4 21 625 1.30 HP/sec. 21 4.3 (4) 1.61 sec. 28 420 1.41 Mana/sec. 30-36 (33 avg)
5 23 675 1.40 HP/sec. 22 4.6 (5) 1.58 sec. 31 465 1.56 Mana/sec. 33-39 (36 avg)
6 25 725 1.50 HP/sec. 23 4.9 (5) 1.56 sec. 34 510 1.71 Mana/sec. 36-42 (39 avg)
7 27 775 1.60 HP/sec. 24 5.2 (5) 1.54 sec. 37 555 1.86 Mana/sec. 39-45 (42 avg)
8 29 825 1.70 HP/sec. 25 5.5 (6) 1.52 sec. 40 600 2.01 Mana/sec. 42-48 (45 avg)
9 31 875 1.80 HP/sec. 26 5.8 (6) 1.50 sec. 43 645 2.16 Mana/sec. 45-51 (48 avg)
10 33 925 1.90 HP/sec. 27 6.1 (6) 1.48 sec. 46 690 2.31 Mana/sec. 48-54 (51 avg)

Hero names

Gar'dal Grimsight, Negal Fireye, Kazil Darkeye, Magis Coldeye, Bale Bleakstare, Gorr Grimwolf, Kag'ar Winterfang, Nazgrel, Morg Wolfsong, Kazragore, Fenris'ar Gul.


The Far Seer is a very popular hero, with players debating between him and the Blademaster as their starting Hero.

Though the Far Seer is quite frail, he has good early game capability like the Blademaster. Both can solo the first few creeps alone, and can also be sent to disrupt an enemy player with promising results in the hands of a skilled player. He also has good killing capability through Chain Lightning when focusing on enemy Heroes.

Far Sight is a late-game skill, and should be invested last. It is essentially a free Reveal for Orcs, as the level 3 version reveals an especially large amount of the map and only costs mana rather than gold. This can help in those long matches where the enemy may be hiding buildings to prevent defeat, and saves the gold that would be used on Reveal for more units or buildings.

Earthquake is a fairly mixed skill; if the enemy has not built a lot of defensive towers, then you may want to skip this skill until level 7, as it does less damage to most buildings compared to the Lich's Death and Decay spell. Earthquake has a small AoE, though it is most effective against Human players due to the small size of their defensive towers and their likely to be clumped. Earthquake does not lower the attack speed of units caught in the quake; only their movement speed.

Spells and abilities

Chain Lightning

Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals 10% less damage.
Cooldown Mana Cost Range Area of Effect Allowed Targets
9 sec. 120 70 50 Air, Ground, Enemy, Neutral, Organic
Level Effect Hero Level Req
1 85 damage, jumps 4 times 1
2 125 damage, jumps 6 times 3
3 180 damage, jumps 8 times 5

Chain Lightning is a very powerful spell. Far Seers should research it and use it whenever possible. Use Chain Lightning especially against ranged units and spellcasters.

Chain Lightning will now jump to sleeping targets if the primary target is also asleep.

Far Sight

Reveals the area of the map that is cast upon. Also reveals invisible units.
Duration Cooldown Range Effect
8 sec. 30 sec. Unlimited Reveals Map
Level Area of Effect Hero Level Req
1 90 1
2 180 3
3 270 5

An animation is displayed over the revealed area. This can let the enemy know you have used Far Sight; keep that in mind. It is much cheaper than Reveal, especially at level 3 where it covers a large amount of the map. If you need better map coverage than the Sentry Ward is a better choice.

Feral Spirit

Summons Spirit Wolves to fight enemies for a limited time.
Duration Cooldown Mana Cost
60 sec. 30 sec. 75
Level Effect Hero Level Req
1 Summons Two Spirit Wolves 1
2 Summons Two Dire Wolves 3
3 Summons Two Shadow Wolves 5

Notes: Casting Feral Spirit will remove previously summoned wolves.

Use Feral Spirits at the start of the game to help you attack the Creeps.

Send two Feral Spirits in separate directions and use them to scout enemy towns for their location and race. As the Spirit Wolf enters the town attack their buildings or workers. If the enemy isn't smart they may even teleport back to their town to defend it.

If cast again while the wolves are on the field, they are removed and the new ones take the place. Only use them when your current wolves are dead.

Earthquake (Ultimate)

Makes the ground tremble and break, causing 60 damage per second to buildings and slowing units by 75% within area of effect. Lasts 20 seconds.
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
20 sec. 90 sec. 125 100 25 Ground, Structure, Debris, Enemy, Tree 60 damage/sec to buildings, slows units 75% 6

Use Earthquakes on large groups of towers, typically created at the end of the game.

Earthquakes can be used to clear away large sections of trees.

Earthquake brings units to a minimum speed of 140. Earthquake does not slow air units. Earthquake's slow area is 25 (250 in-game).

Earthquake Counters

This spell must be "maintained" to get the full effect. This functionality is applied to mainly mass damage area of effect spells. For example, if you cast an Earthquake spell on an enemy town, your Far Seer must stay casting the spell until the Earthquake is finished. If you give him a new order during the spell, the Far Seer will stop casting the Earthquake.

One of the best ways to counter Earthquake is to construct buildings with lots of space between them. Then the enemy will only be able to hit a few buildings at once. Don't build farms in big blocks if you can help it.


Patch changes

  • WC3tFT-logo.png Patch 1.25b (2011-03-08): Spirit Wolf level decreased to 2 from 3.
  • WC3tFT-logo.png Patch 1.17 (2004-09-20):
    • Chain Lightning will now jump to sleeping targets if the primary target is also asleep.
    • Feral Spirit wolf levels increased to 3/4/5 from 1/2/3
  • WC3tFT-logo.png Patch 1.15 (2004-05-10): Feral Spirit cooldown increased to 30 from 25.
  • WC3tFT-logo.png Patch 1.10 (2003-07-03):
    • Feral Spirit mana cost reduced to 75 from 100 and cooldown increased to 25 from 15.
    • Chain Lightning base damage reduced to 85/125/180 from 100/140/180.

External links